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New Dev Blog: Player-owned Customs Office

First post First post
Author
Rees Noturana
Red Rock Mining Company
#81 - 2011-10-18 14:19:16 UTC
1. With the Customs Office holder effectively controlling the one port for the planet and access being controlled by standings then the CO holder can basically set himself up as the governor. Also, with the CO being a corporate asset this sort of turns PI into a corporate sponsored activity. Will we get better information as to what colonies are on a planet so the 'governor' can suggest limits to those that listen to him? Currently, its hard to see colonies and extremely difficult to see what effect they have on resources.

2. Yes, PI is going to get harder but it can generate a lot of income fairly passively. I'm happy to see more effort in using and defending this ISK faucet. However, since most ships accessing a CO are cloaked haulers it would be nice to be able to anchor a few small guns. Just give the CO some small CPU and power grid and let the owner anchor a few.

3. Do you have to choose a standings limit or can you make it open to everyone? A free port will be much easier to manage if you just want the taxes.

_ _

Malrock
Space noobs forever
#82 - 2011-10-18 14:20:33 UTC  |  Edited by: Malrock
Good start.

Now how about increasing planet side space port capacity to 100 000 m3 and elite level control center powe & cpu increase by 500 % ?

Also, how about adding another skill to go above the current limit of planets ?
CCP Omen
C C P
C C P Alliance
#83 - 2011-10-18 14:20:48 UTC
Dorian Wylde wrote:
While I do support putting more control into the players hands, I am a little sad about this change from the perspective of someone who lives in a wormhole. I hope the customs offices are either A: not too expensive, or B: fairly durable. Basically I'm envisioning people coming into occupied wormholes, blowing up customs offices, and leaving. No real interaction, just costing us money for the sake of griefing.

Also, nice touch adding the BP to the faction warfare stores. I know it isn't much, but I hope the little attention paid to the abysmal feature of FW will be appreciated.


We gave this a lot of thought, and the CSM helped in significantly lowering the costs from what we had initially planned. All the materials are in the blog so you can both figure out what it will cost you, and even prepare a stash with those materials. One point to note is that the CO is still operational while in reinforcement, so unless the aggressor sticks around for the entire time you'll just rep the office back up when they are gone. If this becomes a big problem, we have solutions to mitigate it.

Regards
Omen

Senior Game Designer Team True Grit EVE/DUST Gameplay Liaison

Raziphan Rebular
Path of Dooppa
#84 - 2011-10-18 14:21:52 UTC
Does this open up the possibility for a new profession, like smuggling? I know that moving drugs right now has some sort of smuggling mechanic.
Kata Amentis
Sebiestor Tribe
Minmatar Republic
#85 - 2011-10-18 14:22:27 UTC  |  Edited by: Kata Amentis
What happens to the usage during reinforcement and/or damage? can't use at all? no taxes to owner but can still export/import?
edit: nvm...


Personally I think anyone should be allowed to put a CO where they like without the game mechanics limiting them as long as the planet doesn't already have one.

The limitation should be the players, can you setup a CO in hostile space? sure; will it last very long? well if they actually live in those systems... probably not.


This looks to be a part of the "live in your space" and "small gang targets" ideas... I think it might actually work for nul too.

Low sec PI is a little bit harder to gauge, having to hold a pocket of it against the trigger happy low sec denizens and avoid the bored nulsec hotdrops could get annoying... hard to see how that'll play out. I hope that it'll work.

Curiosity killed the Kata... ... but being immortal he wasn't too worried about keeping a count.

Nirnaeth Ornoediad
GoonWaffe
Goonswarm Federation
#86 - 2011-10-18 14:23:40 UTC
Didona Carpenito wrote:
really? wow

May have to do some PI.

Ok, read the blog three times now.

Nope, wont be doing PI.


Good. Less competition.

Fix POSes.  Every player should want one (even if all players can't have one).

CCP Omen
C C P
C C P Alliance
#87 - 2011-10-18 14:24:00 UTC
Dr Mercy wrote:
Any comments on HP levels?


=HP scpecification=
* Customs Office Gantry
** Shield: 10,000,000
** Armor: 500,000
** Structure: 300,000

* Customs Office
** Shield: 10,000,000
** Armor: 2,500,000
** Structure: 2,000,000

Regards
Omen

Senior Game Designer Team True Grit EVE/DUST Gameplay Liaison

Jake Centauri
Doomheim
#88 - 2011-10-18 14:24:52 UTC  |  Edited by: Jake Centauri
So any PI materials that are in the customs office hangars will be lost when you remove the customs offices? And the planets themselves will be without import/export capability until a group comes along that is amenable to operating a "public" customs office for 100% tax?

Not crazy about the inclusion of lowsec for these changes.
Raziphan Rebular
Path of Dooppa
#89 - 2011-10-18 14:25:18 UTC
Why did you decide to make customs offices require corporations to deploy and manage? They seem like a structure that could be easily built and managed by a person. Why did you decide to remove PI from the Masses and make it the realm of the big corporations and there for alliances?
Nirnaeth Ornoediad
GoonWaffe
Goonswarm Federation
#90 - 2011-10-18 14:25:29 UTC
Sessym wrote:
Ra Voreen wrote:
How will it work in null-sec ? Are the planets still reserved to the alliance that holds sov ?


Aside from the stations that had to be conquered, nothing in sov space was exactly reserved ever. The only stopping factor was your luck getting in doing things then away with it.

So, I guess, this is also a step towards the 'sov must mean something' part, as obivously the sov holders will have the first chance to build the customs offices. Of course, IF the holding alliance bothers / is able to enforce the policy.


Incorrect. While previously-created planetary structures remained accessible if your alliance lost sov, you cannot place a command center on a 0.0 planet if your alliance does not hold sov in the system. (Thus, no PI in NPC 0.0).

Fix POSes.  Every player should want one (even if all players can't have one).

Rees Noturana
Red Rock Mining Company
#91 - 2011-10-18 14:27:00 UTC
I vote for sovereignty holders not having an automatic blockade on foreign customs offices. This gives another item to fight over during sovereignty wars and if you aren't paying attention to your buffer zones you'll see squatters moving in and taking over planets. However, I suppose there are DUST mechanics being worked on that we can't see yet.

_ _

Raid'En
#92 - 2011-10-18 14:27:00 UTC  |  Edited by: Raid'En
CCP Omen wrote:
Ra Voreen wrote:
How will it work in null-sec ? Are the planets still reserved to the alliance that holds sov ?


We are undecided on this topic, it could go either way right now any preference?
Regards
Omen


seems to me like a reason to want to have sov.
from the little time i lived on sov nullsec i didn't really get the interest to pay for sov bill on lots of system (sure you need those nice truesec, those nice station systems, and those place to put jump bridge, but not all the **** between them...), so if it give us advntage for PI it can be a good idea.

also about the position, it is said "100 000 km from planet", does that niclude on the grid of a moon where we have a pos with defense ? making it that we can use a pos to defend against attack, like for SBU ?

you didn't gave an idea of when this feature will be released, is it short term or long term stuff ?

also the structure will be totally invulnerable on high sec if it's owned by concord right ?

there's something i would suggest also ; if anything except high sec is unsafe, you should boost the extraction rate on low sec ; cause it will become the more dangerous place for PI, given nullsec is protected by your alliance but not low.
it also give more reason to play on low sec, so it's always that to earnt :p

oh and btw ; was this blog the "surprise" CCP was talking about ?
Highfield
Vanishing Point.
The Initiative.
#93 - 2011-10-18 14:28:06 UTC  |  Edited by: Highfield
Like it, although I have a couple of questions:

1) as stated a couple of times already in this thread: what order of magnitude will the HP/resistances be in? [ANSWERED]

2) Can you use capitals to gank these structures??

Little context:

If they have a relative low HP compared to other structures they will be easy prey for (super)capital blobs. If they have too much HP small/medium sized fleets won't be able to touch them..This is a fairly important design decision in my opinion so I'd like some more insight in this.
Nirnaeth Ornoediad
GoonWaffe
Goonswarm Federation
#94 - 2011-10-18 14:29:45 UTC
CCP Omen wrote:
Starr Tookus wrote:
So this makes setting up your planets for launches important in case jerks run the customs office. I like that.

Question: What kinds of defenses can be installed?


Currently: Nothing.

You will have to defend your customs office with space ships, (beside the reinforcement). From comments to the blog, we realize there is a worry that all customs offices will be griefed all the time. I promise we will keep an eye on this, but our hope is that a new type of players/corporations can emerge that are paid to protect customs office etc.


Standing guard duty is lame
(though actively fighting is fun).

Give customs offices enough natural defense to prevent individual ships from reinforcing them constantly.
However, small gangs (8+, give or take) should have enough firepower to do the job.

Fix POSes.  Every player should want one (even if all players can't have one).

Neechi HollanderDanny
Dutch Legions
Solyaris Chtonium
#95 - 2011-10-18 14:30:21 UTC
Question: What happens with items already inside the Custom Office during / after the change/patch? Will it be destroyed or transfered to nearest station or (death)clone station?
Sir HappyPants
Caldari Innovations and Research
#96 - 2011-10-18 14:30:35 UTC
CCP Omen wrote:
Dr Mercy wrote:
Any comments on HP levels?


=HP scpecification=
* Customs Office Gantry
** Shield: 10,000,000
** Armor: 500,000
** Structure: 300,000

* Customs Office
** Shield: 10,000,000
** Armor: 2,500,000
** Structure: 2,000,000

Regards
Omen


That would take a long time for a lone supercap pilot for anyone who may be wondering...

I doubt too many drive-by-POCO bimbing will happen with HP this high...
Member of the #TweetFleet   @thisurlnotfound
Snowflake Tem
The Order of Symbolic Measures
#97 - 2011-10-18 14:31:34 UTC
damn. just finished moving all my PI stuff to lowsec - risky as it is. now i have to worry about someone else's insane tolling fees? or failing that maintain a sitting duck. something i've managed to avoid thus far.

i don't wholly disapprove of the Machiavellian level of complexity you've added to my lil operation but it has made me sit up and take notice.

My suggestion is that lowsec regions retain the current stations in existence and allow player corps to bid on the auction contract market for their control.

i realise that that mechanic does not exist and prolly take a LOT of work defining who can legally bid but it would also solve a many high-sec POS transfer issues as well.

Come to think on it there is no reason why a controling alliance can not market its structures internally in nullsec using a modified auction contract system.
hackjack
University of Caille
Gallente Federation
#98 - 2011-10-18 14:32:41 UTC
Is there any plans for - new items - to be made from pi 1 all way to pi 4 ( end product )
Raziphan Rebular
Path of Dooppa
#99 - 2011-10-18 14:32:52 UTC
How long until this feature is rolled out? Are you planning to do it as part of an expansion or will it be dropped in on us in a regular patch?
Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#100 - 2011-10-18 14:34:28 UTC
Nice :)

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com