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Skill Discussions

 
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Planet Management - Room for Skill Expansion

Author
Joshua Vaughn Lampen
Archer Investments Initiative
#1 - 2011-10-19 19:25:50 UTC
Given that there are upcoming changes coming to the PI field with the introduction of POCO's I wanted to start a discussion on whether people think there should be a larger skill base for PI in general.

My thoughts primarily revolve around the following:

Extraction Specialist - Boost Extractor Output by X% per level.

Manufacturing Specialist/Efficiency - Decrease Material Requirements to Manufacture Goods. - On this I'm not sure how far this could be taken up the chain. P1 goods certainly but beyond I'm not sure what the larger effects would be on the market.

Outside of the skill realm I'd like to see this as well:

More efficient facilities - Factories, extractors, launchpads, etc. To provide an example a Launchpad that has twice the capacity but only uses 95% of the MW/CPU that two regular LP's would.

Facility Upgrades - Allow for factories to be fitted with the planetary equivalent of rigs, low/med/high slots. Allow for greater production, efficiency etc. The ability to have crews(long-time wish all around) would be great as well.

Anyway I'd like to hear other's ideas on this subject out of curiosity. What would you like to see change?

mxzf
Shovel Bros
#2 - 2011-10-19 19:31:15 UTC
AFAIK the point of PI is to make it low-barrier so anyone can get their fingers into it. All specialization into it will make it harder for younger players to get started.
Joshua Vaughn Lampen
Archer Investments Initiative
#3 - 2011-10-19 19:34:01 UTC
mxzf wrote:
AFAIK the point of PI is to make it low-barrier so anyone can get their fingers into it. All specialization into it will make it harder for younger players to get started.


In what way do any of my thoughts change the barrier? It's like mining. Anyone can get into it, but it becomes more profitable the more you train into skills that support it.
Zhilia Mann
Tide Way Out Productions
#4 - 2011-10-19 19:44:00 UTC
Joshua Vaughn Lampen wrote:
In what way do any of my thoughts change the barrier? It's like mining. Anyone can get into it, but it becomes more profitable the more you train into skills that support it.


That's exactly the point. In mining, you pretty much have to go with a Hulk (or Mack) or go home. There's no profit in it otherwise simply because everyone else uses better ships as a default. Adding advanced PI skills would essentially start up the same arms race in another area. As is, PI can be maxed for trivial SP and the rest is left up to a player's commitment to making it work. And I'd argue that's wholly intended and working quite well.
Vinterthorn
Mostly Harmless Mining Corp
#5 - 2011-10-23 02:09:58 UTC
Zhilia Mann wrote:
Joshua Vaughn Lampen wrote:
In what way do any of my thoughts change the barrier? It's like mining. Anyone can get into it, but it becomes more profitable the more you train into skills that support it.


That's exactly the point. In mining, you pretty much have to go with a Hulk (or Mack) or go home. There's no profit in it otherwise simply because everyone else uses better ships as a default. Adding advanced PI skills would essentially start up the same arms race in another area. As is, PI can be maxed for trivial SP and the rest is left up to a player's commitment to making it work. And I'd argue that's wholly intended and working quite well.


Wait... last time I left station asteroids were freely available and mining ANY amount gave you ore and thus ISK.
So, in which way is there "no profit" in it???
I understand what you meant, yes, but what's wrong with adding skills you don't need to get a decent amount of
ISK out of PI, but can choose to train, as long as skills are amended on the late-end of PI skilling?
Zhilia Mann
Tide Way Out Productions
#6 - 2011-10-24 01:05:58 UTC
Vinterthorn wrote:
Wait... last time I left station asteroids were freely available and mining ANY amount gave you ore and thus ISK. So, in which way is there "no profit" in it???


Nope, no profit if you count opportunity cost. If you're new and all you can do is mine at a low level, fine. But the barrier to entry to run a mission or even kill a few belt rats is so low that you're almost always better off doing one of those things with your time.

Vinterthorn wrote:
I understand what you meant, yes, but what's wrong with adding skills you don't need to get a decent amount of ISK out of PI, but can choose to train, as long as skills are amended on the late-end of PI skilling?


The problem is that the PI goods market is fairly inelastic. If you introduce skills at the high end, it will marginally increase profits at that end while dramatically diminishing them at all other levels. This is exactly the same argument as to why it's a bad idea to introduce a better mining ship than a Hulk -- no one else will be able to turn a profit at the activity when a few people do it so much better at the top bracket.
Abadayos
School of Applied Knowledge
Caldari State
#7 - 2011-10-27 22:24:05 UTC  |  Edited by: Abadayos
I think having facility upgrades like the command center would be a good way of balancing it out without making it too new player unfriendly (in the example you give regarding mining).

Planetology 1-5 allows you to upgrade factories

Advanced Planetology 1-5 allows you to upgrade extractors


Possibly if at level 1: What we have now. Level 3 you can upgrade for 5-10% increased output/consumption and 5 upgrade for 20% bonus in production and consumption. It wouldn't reduce the amount of raw materials required to make an item, just 'speed up' the production/mining by boosting the amount extracted or produced by said amount.


Needs more thoughts but something that could work. Also they would be relitivly easily achieved for those wanting to go down the PI path, and those that just want to dable, don't have access to the better stuff.