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Should nullsec industry > hisec industry?

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Author
Buzzy Warstl
Quantum Flux Foundry
#581 - 2013-03-08 16:38:04 UTC
baltec1 wrote:
Buzzy Warstl wrote:

There is nothing actually stopping people from doing T1 production in nullsec at levels much higher than they currently do, but there are higher priority things for industrialists to do. Advanced industry, primarily represented by supercap production, but also in the form of regular capital ship production, moon mining, and drug manufacturing.

These are all industry, and they are all better than highsec.

Obviously people aren't satisfied with that, but that doesn't mean that anything is at all out of balance here.

The cost stops us from dropping hundreds of towers and fueling them. And the reason why we only build supers out here is because we lack the slots to keep our fleets stocked with enough ammo.

So it turns out, goons are better freinds go industrialists than the high sec bears!

Funny, I've also been advocating for the POS update that should hopefully make putting up hundreds of POSes in any space not a problem because they can be individual assets instead of corporate assets.

But the simple fact is that *one* titan production line could be instead *60* module production lines. We aren't talking about hundreds of POSes to meet the demand, we are talking dozens.

It's an economic decision not to do that, and by my reckoning it is a wise one, because you can only anchor CSAA's in sovereign nullsec systems, and there isn't enough demand for the output of T1 and T2 production lines in nullsec to make it worth maintaining a tower under the current system just to produce those.

I haven't seen any proposed set of changes that would change that math other than improving POSes for everyone, so that individual industrialists can make the choice to take the risk of putting those manufacturing lines out there without having to rely on chokepoint individuals with the permissions to manage the POSes.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Bloodpetal
Tir Capital Management Group
#582 - 2013-03-08 16:40:10 UTC


It's actually not just Risk Vs Reward.

Null sec industry will constantly suffer as long as there isn't an easy way to access goods to as many bodies as possible to promote that industry.

So, with the restricted travel and station access, you will always have a difficult time with null industry thriving until a better null sec exists in terms of game mechanics for players to interact.

Where I am.

Vaerah Vahrokha
Vahrokh Consulting
#583 - 2013-03-08 16:41:23 UTC
Abrazzar wrote:
Null-sec shouldn't just hand out greater rewards. Methods of establishing structures that provide the increased rewards should be implemented. So if you put some effort in creating infrastructure and protecting it from destruction you should be able to get more slots, more rats, more ores of the kind you want, more ISK, more everything. If you can create it and if you can defend it.

Though considering the state of F&I and how quickly and thoroughly any thread about 0.0 is derailed and spammed over, I highly doubt there will ever be any coordinated attempt to develop ideas on how such mechanics could be implemented.


If they weren't a bunch of elitists who consider everybody else a lesser, weren't always in the "patient teacher trying to educate dumbs" attitude, if some of them did not spam "we are here to ruin your game" for years...

... you know these things kind of stick on the general playerbase and then it becomes just a Karma is a b!tch and bites back factor.
Vaerah Vahrokha
Vahrokh Consulting
#584 - 2013-03-08 16:44:13 UTC
Kane Alvo wrote:

Buffing null industry WILL NOT encourage null sec growth. There WILL NOT be indy corps lining up to move out to null. Buffing null industry will only further line the pockets of those at the top of the major alliances and nothing more. I can't decide if this crusade you're on makes you a hopeless optimist or an egregious liar.


You missed the third option: "a puppet".
Vaerah Vahrokha
Vahrokh Consulting
#585 - 2013-03-08 16:54:40 UTC  |  Edited by: Vaerah Vahrokha
To recap:

- A change (once again) to how sov mechanics work is in order and should be the first to be implemented since its effect ripple on everything else. Most of all, until there's not a player created way to ensure the basic pre-requisites to create a strong player created industry and even alliance empire, it's futile to talk about buffs or nerfs. Otherwise we just risk getting a player driven low sec, that is an industry failure. Plenty of slots and refineries and all in the same system (basically what are the current requests). Yet it's still a failure.

- A buff to null sec industry is long overdue. Both as number of slots and refinery efficiency. They'll soon discover how nice it plays with the high end minerals values tanking ever further but still...

- A change (I can't even call it a nerf) to hi sec slots for *not newbie* players to pay as much as POS owners seems a first and quick to implement step towards bringing fairness. Fairness not between null sec and high but between any POS owners vs NPC station users. It's important to distinguish which game mechanics favor whom.

If certain talking mouths presented this as a POS owner vs NPC station freeloaders argument and not as a null sec vs hi sec, they'd have gained total support by many others who indeed poured in money and effort and risk (at least of wardec) to field their own structures.


The wrong way to do it: put it all into some James315-esque, look "up to down" ideology blurb and start smacking everybody else who don't blindly agree with it.
flakeys
Doomheim
#586 - 2013-03-08 17:02:46 UTC
Vaerah Vahrokha wrote:
If certain talking mouths presented this as a POS owner vs NPC station freeloaders argument and not as a null sec vs hi sec, they'd have gained total support by many others who indeed poured in money and effort and risk (at least of wardec) to field their own structures.


.



As someone who uses multiple pos's i still would not 'argue' for a change.Currently it is quite easy either you take the cheap station way or you take the more expensive but no waiting line way.It's a free choice open to everyone .

What i would like is that pos's would just die off or can be killed without a wardec needed if they are not fueled for longer then a month to make the above choice easier to make and finalise.



Again it's about seeing it in it's total aspect and not just the way 'you yourself' use this/play.

Something that we see WAY too little on the forums.

We are all born ignorant, but one must work hard to remain stupid.

Kane Alvo
Doomheim
#587 - 2013-03-08 17:06:57 UTC
flakeys wrote:
Again it's about seeing it in it's total aspect and not just the way 'you yourself' use this/play.

Something that we see WAY too little on the forums.


What is this objectivity you speak of? Heretic! Burn him at the stake!

Cool

Caldari Militia  ☜★☞ Psychotic Monk for CSM8

Josef Djugashvilis
#588 - 2013-03-08 17:09:01 UTC  |  Edited by: Josef Djugashvilis
baltec1 wrote:
Why do you lot hate industrial players?

You are literally arguing the case for industrial player to be limited to high sec and punishing them for wanting to move outto the more dangerous areas of space.


I think null-sec should be given all the industrial facilities they want, and then some.

Then, null-seccers can just go back to whinging about how hard it is to gank miners, Concord, hi-sec mission runners, war-decs and NPCs etc.

Anyone spot the pattern here?

This is not a signature.

baltec1
Bat Country
Pandemic Horde
#589 - 2013-03-08 17:32:45 UTC
Josef Djugashvilis wrote:


I think null-sec should be given all the industrial facilities they want, and then some.


We will be quite happy with equality with high sec.
Vaerah Vahrokha
Vahrokh Consulting
#590 - 2013-03-08 17:35:35 UTC
baltec1 wrote:
Josef Djugashvilis wrote:


I think null-sec should be given all the industrial facilities they want, and then some.


We will be quite happy with equality with high sec.


I wish I could give it to you today. Not later.

Of course it'd have consequences on null mineral prices, so please accept instant null sec industry buff by signing up a disclaimer that you won't come whine in here about that 300 ISK pu Zydrine and 1k pu Megacyte. Twisted
LHA Tarawa
Pator Tech School
Minmatar Republic
#591 - 2013-03-08 17:51:52 UTC
Vaerah Vahrokha wrote:
To recap:

- A change (once again) to how sov mechanics work is in order and should be the first to be implemented since its effect ripple on everything else. Most of all, until there's not a player created way to ensure the basic pre-requisites to create a strong player created industry and even alliance empire, it's futile to talk about buffs or nerfs. Otherwise we just risk getting a player driven low sec, that is an industry failure. Plenty of slots and refineries and all in the same system (basically what are the current requests). Yet it's still a failure.


I understand the desire to move away from shooting structures. However, shooting structures provides advantages I've not seen in other replacement suggestions.
1) Ties the invader down to a fixed location for time for the defenders to respond.
2) Reinforcement timers ensure you don't go to sleep with everything okay, only to wake up 8 hours later to find your system lost.
3) Reinforcement timers give you a specific time for something to happen, giving both sides opportunity to prepare a fleet for the real fight that determines sov.
4) Hard to exploit.

I've heard suggestions such as PVP (exploitable by killing your own alts), plexing (more boring than shooting structures), and a few others that I see bing a disaster. So, what other suggestions are out there?



Vaerah Vahrokha wrote:

- A buff to null sec industry is long overdue. Both as number of slots and refinery efficiency. They'll soon discover how nice it plays with the high end minerals values tanking ever further but still...


Slots won't drive down mineral prices. Perfect refine is already available at outpost. Just have a hassle of transporting those mins to another station or POS.


Vaerah Vahrokha wrote:

- A change (I can't even call it a nerf) to hi sec slots for *not newbie* players to pay as much as POS owners seems a first and quick to implement step towards bringing fairness. Fairness not between null sec and high but between any POS owners vs NPC station users. It's important to distinguish which game mechanics favor whom.


Not so easy when POS fuels are variable, POSes may have things other than manufacturing slots. Different race towers can have different number of online modules/slots.

Some "approximate" value would be good.
Kane Alvo
Doomheim
#592 - 2013-03-08 17:58:14 UTC
baltec1 wrote:
We will be quite happy when we turn null into high sec.


Fixed.

Caldari Militia  ☜★☞ Psychotic Monk for CSM8

Alavaria Fera
GoonWaffe
#593 - 2013-03-08 17:58:51 UTC
baltec1 wrote:
Josef Djugashvilis wrote:
I think null-sec should be given all the industrial facilities they want, and then some.

We will be quite happy with equality with high sec.

Over my frozen corpse.

(I tend to not undock)

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

baltec1
Bat Country
Pandemic Horde
#594 - 2013-03-08 18:20:06 UTC
Kane Alvo wrote:
baltec1 wrote:
We will be quite happy when we turn null into high sec.


Fixed.


Because giving us more industrial slots means all the risk goes away!
Vaerah Vahrokha
Vahrokh Consulting
#595 - 2013-03-08 18:23:08 UTC
LHA Tarawa wrote:
So, what other suggestions are out there?


I have exposed them several times even in this thread. Let's say that they are more "radical" than most would like, they involve mechanics (explained in there too) making sec status a gradual thing, unlocking features the lowest sec you go to.
Call it "liquid sec status".


LHA Tarawa wrote:

Slots won't drive down mineral prices. Perfect refine is already available at outpost. Just have a hassle of transporting those mins to another station or POS.


Bolded the part that may affect prices a ton.
Not sure if you have tried continuously carrying a medium corp minerals production 5-6 jumps away. It's not something you do in a badger. You do it in ships that involve true risk and costs.
It's true that blue-land tends to be relatively safe but it's not *that* safe to lazily hop around with a 1.5 to 7B ship. That lack of laziness has a cost and also a cost of risk.



LHA Tarawa wrote:

Not so easy when POS fuels are variable, POSes may have things other than manufacturing slots. Different race towers can have different number of online modules/slots.

Some "approximate" value would be good.


I also covered this in past posts. Are you in Gallente space? Then NPC slots would cost something like a moving average of Gallente ice based fuels. This would also entice people to stop camping The Forge, as the slots in there might be more expensive than Gallente's plus transport costs (plus standings grinding costs).
Alavaria Fera
GoonWaffe
#596 - 2013-03-08 18:23:47 UTC
baltec1 wrote:
Kane Alvo wrote:
baltec1 wrote:
We will be quite happy when we turn null into high sec.

Fixed.

Because giving us more industrial slots means all the risk goes away!

Need some CONCORD as well.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Beekeeper Bob
Beekeepers Anonymous
#597 - 2013-03-08 19:23:28 UTC
baltec1 wrote:
Josef Djugashvilis wrote:


I think null-sec should be given all the industrial facilities they want, and then some.


We will be quite happy with equality with high sec.



I'm all for some buffs to 0.0 Industry, but it won't bring any additional industrialists to 0.0.
But you can always make more alts right? Lol


Signature removed - CCP Eterne

baltec1
Bat Country
Pandemic Horde
#598 - 2013-03-08 19:31:38 UTC
Beekeeper Bob wrote:



I'm all for some buffs to 0.0 Industry, but it won't bring any additional industrialists to 0.0.
But you can always make more alts right? Lol




You base that lie upon what evidence?
LHA Tarawa
Pator Tech School
Minmatar Republic
#599 - 2013-03-08 19:51:00 UTC
Vaerah Vahrokha wrote:

Not sure if you have tried continuously carrying a medium corp minerals production 5-6 jumps away. It's not something you do in a badger. You do it in ships that involve true risk and costs.
It's true that blue-land tends to be relatively safe but it's not *that* safe to lazily hop around with a 1.5 to 7B ship. That lack of laziness has a cost and also a cost of risk.


Why would you go 5-6 jumps? You can set up manufacturing POSes in the same system as your refining outpost. You can have a manufacturing outpost in the system right next door to your refining outpost. JF going one system from outpost to outpost is mega easy, super cheap and insanely safe (for all but the cyno alt that is in a rookie ship that you intentionally blow up seconds after he lights the cyno anyway)....



LHA Tarawa wrote:

Not so easy when POS fuels are variable, POSes may have things other than manufacturing slots. Different race towers can have different number of online modules/slots.

Some "approximate" value would be good.


I also covered this in past posts. Are you in Gallente space? Then NPC slots would cost something like a moving average of Gallente ice based fuels. This would also entice people to stop camping The Forge, as the slots in there might be more expensive than Gallente's plus transport costs (plus standings grinding costs).[/quote]

So, are you assuming the POS has nothing but slots?
hmmm,

Let's say a a gallente POS has 3,750,000 power and an equipment assembly array needs 90,000 so can hold 40 arrays. Those 40 arrays have 6 slots each, with a base time multiplier of .75. So, 40 * 6 /.75 = 320 station slot equivilants. 30 * 24 * 320 = 230,400 slot hours a month.

What is the cost of running a large tower now? 40 per hour * 24 hours * 30 days * 13,000 isk = 375 million ISk a month?

375 million isk / 230 K slot hours = 1630 per slot hour?

Ummm... okay. So, instead of station slosts being 1000 an hour we increase it to 1630 an hour?

Wow... big change there. [/sarcasm]
Nicolo da'Vicenza
Viziam
Amarr Empire
#600 - 2013-03-08 19:51:12 UTC
Absolutely, until highsec consumption approaches nullsec consumption per capita.