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Player Features and Ideas Discussion

 
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Streamlining Planetary Interaction

Author
Markku Laaksonen
School of Applied Knowledge
Caldari State
#1 - 2013-09-06 15:22:35 UTC
I've listed just a few ideas that (I believe) could be implemented quickly and easily and would provide a meaningful boost to the Planetary Interaction experience (i.e. less clicking.)

  • -Make windows re-sizable

  • -Bring active facility windows to the front
  • If I have a (whatever) window open, then click on a facility, and that facility’s window opens in the same space as my (whatever) window, it is currently placed behind the (whatever) window. That facility’s window should be brought to the front when it is the active window.

  • -Make tabs persist when we switch to a new window with equivalent tabs
  • If I have the Routes tab open on a Basic Processor, and then open the window for an Advanced Processor, the Routes tab should stay open on the new window

  • -Combine the Extractor Control Unit single click facility window and double click survey window
  • -or-
  • -When I double click an ECU to open the survey window, leave the facility window open

  • -Make the survey window stay open after installing a program

  • -Make the survey window’s y-axis scalable
  • If I have two ECUs and open of their survey windows in turn, the y-axis currently defaults to show the first extraction cycle at near max. Leave this as is, but to help us compare extraction programs visually, let us rescale the y-axis

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    Danika Princip
    GoonWaffe
    Goonswarm Federation
    #2 - 2013-09-06 17:28:08 UTC
    You missed the obvious one.

    Automatic Routing.

    If I have a P0 in a storage, with a factory linked to it, set to manufacture the relevant P1, why can it not route to and from automatically and save me the RSI?
    Markku Laaksonen
    School of Applied Knowledge
    Caldari State
    #3 - 2013-09-06 18:48:32 UTC
    I would love automatic routing, but I wanted the suggestions in this particular thread to be quick and easy to implement as I said above.

    That being said, I don't have any experience in programming. Maybe automatic routing would be easier than I think, or maybe my ideas would be hard to implement than I think. I'm hoping to get a Dev to weigh in on this.

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    Phexur Aldurald
    Bitten By Science
    #4 - 2013-09-22 08:57:26 UTC  |  Edited by: Phexur Aldurald
    I personally don't support the "automatic routing" idea, because it takes the power of control out of your fingertips. But I have a few suggestions that would make routing (among other things) more pleasant.

    1) Route filters: it would be nice if we could filter the current routes depending on the direction (incoming/outgoing) and material type. It would be even nicer if we could save our preferred filters into tabs.

    2) Persistent routes: Lets say I have Basic Industry Facility that I use to produce two (or more) L1 products by switching between their schematics. The trouble is that all routes get deleted once I switch the schematics of the Industry Facility. I propose that we would be able to create persistent routes (along with temporary routes) - routes that would not be deleted when the schematics are changed. These routes will be active only when applicable (e.g. related schematic is installed at the moment) and have an "inactive" flag for the rest of the time (or will be grayed-out or something). Persistent routes have to be available for all structures of course.

    3) Disabling of unnecessary UI eye-candy: Why can't I disable the modal window expand/collapse animation? It's annoying once the players know their way around their planets.

    4) Show only available schematics: Add a "Show only available" checkbox (checkbox status must be persistent) to the schematics selection menu (Basic Industry Facility and Advanced Industry Facility). The schematics list should contain only the currently usable schematics if the checkbox is checked. A schematic is considered usable if and only if all materials for its production are available on the planet as natural resources, in storage facilities or as a current product of another Industry Facility.

    5) Surveying for deposits: use a slider to set the number of extractor heads instead of clicking up to 10 buttons.
    Nevyn Auscent
    Broke Sauce
    #5 - 2013-09-22 10:59:30 UTC
    PI really needs ripping out and replacing with a new model that is tied properly into dust & the districts model of the planets.

    At this point a lot of these UI's can be changed anyway, since they don't need to work the same way we have currently and they can design out a lot of the UI fighting in favour of better interfaces.

    To give a quick sketch of a possible system.
    Planet A is Temperate & has 10 districts
    Each of these zones has for the sake of argument, three facility slots. A player can control up to 5 facilities perhaps.
    There is then also the Dust 514 Facility controlled by someone on this planet.

    If the Dust corp is friendly, you get W bonus. & they get X, Y, Z bonuses depending on what facilities are built in the area.
    If it is neutral. nothing
    If it is hostile, both sides take some small penalty.

    To capture/destroy an EVE facility, another EVE player needs to put up a visible contract, the owning player also gets notice.
    (High Sec Facilities may need war decs to do this, in which case PI would need to be in a player corp)
    Both EVE players can pay for certain types of support in order to influence the battle, and there will then be a 'random' Dust 514 battle after 24/36/48 hours notice.
    FW/Null zones could give the holding Dust corp the option of taking the defence against a pub attacking team giving advantage to Defenders who have friendly Dust corps with them.
    Owners Corp could also bombard for Defending Dusties like FW milita can. Attacks Corp could do the same for assaulting Dusties. Another opening for bombardment.

    You could then further give bonuses if the facilities in a district are owned by other friendly corps/penalties for hostile corps of a certain size or larger.
    This creates incentive especially in high sec to form larger corps and also to not simply disband the corp on a war dec, but actually have something to fight over.
    Azrael Dinn
    Imperial Mechanics
    #6 - 2013-09-22 11:19:15 UTC
    Also a skill to use pocos remotely.

    After centuries of debating and justifying... Break Cloaks tm

    Phexur Aldurald
    Bitten By Science
    #7 - 2013-09-22 11:39:33 UTC
    @Nevyn Auscent:
    If you ripped out PI, you would upset a pretty large portion of players Blink. You didn't state why you think that PI needs ripping out - what is so fundamentally wrong with it that it needs ripping out? (Dust is not an argument because it's a PS3 Free2Play that is somewhat related to the EVE universe, but Dust has no real impact on EVE - nor there is a reason why it should have).

    What you propose seems very combat-oriented. PI is about industry - resources, processing and products. These resources and products have their place, demand and use on the market, so you need to think about maintaining a mechanic that grants the players these resources for a reasonable cost. By making these industry mechanics even more dependent on combat (we already have gate camps, pirates, rats, trolls and market PvP) you would unbalance the whole PI mechanics, skyrocket the prices of the PI resources and thus render usage of POSs useless because the fuel would be too expensive.

    This would also make PI not-an-option for any solo player or a small corp. because you wouldn't be able to hold to your Facilities without a large fire support. A monopoly of large organizations would lead to price increase of these resources, etc.

    Azrael Dinn wrote:
    Also a skill to use pocos remotely.


    Why? You realize that you still need to move to 2.5km from a POCO to move resources from POCO to a ship and vice-versa, right?
    Azrael Dinn
    Imperial Mechanics
    #8 - 2013-09-22 11:54:46 UTC  |  Edited by: Azrael Dinn
    Phexur Aldurald wrote:
    Azrael Dinn wrote:
    Also a skill to use pocos remotely.


    Why? You realize that you still need to move to 2.5km from a POCO to move resources from POCO to a ship and vice-versa, right?


    It would make things easier and I do know I need to go there so thats why it would not even effect gamaplay much. And I know what I'm talking about when I say easier cause I manage 72 planets atm Twisted

    After centuries of debating and justifying... Break Cloaks tm

    R3aliti
    GV Dark Roast Ground Coffee
    #9 - 2013-09-22 12:29:33 UTC
    IMHO

    The best thing that could be done for PI would be to make (Import/Export-Customs Office) accessable on a Corp level rather than locked to each character with 6 planets.
    Azrael Dinn
    Imperial Mechanics
    #10 - 2013-09-22 12:40:34 UTC
    R3aliti wrote:
    IMHO

    The best thing that could be done for PI would be to make (Import/Export-Customs Office) accessable on a Corp level rather than locked to each character with 6 planets.


    so you could go and steal everything? :P

    How about adding corp hangars to the poco also and allows access by roles there and the player can choose where to export / import.

    Though on corporation scale the pocos would need to hold much more than 36k m3.

    After centuries of debating and justifying... Break Cloaks tm

    Tarn Kugisa
    Kugisa Dynamics
    #11 - 2013-09-22 12:54:20 UTC
    Nevyn Auscent wrote:
    PI really needs ripping out and replacing with a new model that is tied properly into dust & the districts model of the planets.

    At this point a lot of these UI's can be changed anyway, since they don't need to work the same way we have currently and they can design out a lot of the UI fighting in favour of better interfaces.

    To give a quick sketch of a possible system.
    Planet A is Temperate & has 10 districts
    Each of these zones has for the sake of argument, three facility slots. A player can control up to 5 facilities perhaps.
    There is then also the Dust 514 Facility controlled by someone on this planet.

    If the Dust corp is friendly, you get W bonus. & they get X, Y, Z bonuses depending on what facilities are built in the area.
    If it is neutral. nothing
    If it is hostile, both sides take some small penalty.

    To capture/destroy an EVE facility, another EVE player needs to put up a visible contract, the owning player also gets notice.
    (High Sec Facilities may need war decs to do this, in which case PI would need to be in a player corp)
    Both EVE players can pay for certain types of support in order to influence the battle, and there will then be a 'random' Dust 514 battle after 24/36/48 hours notice.
    FW/Null zones could give the holding Dust corp the option of taking the defence against a pub attacking team giving advantage to Defenders who have friendly Dust corps with them.
    Owners Corp could also bombard for Defending Dusties like FW milita can. Attacks Corp could do the same for assaulting Dusties. Another opening for bombardment.

    You could then further give bonuses if the facilities in a district are owned by other friendly corps/penalties for hostile corps of a certain size or larger.
    This creates incentive especially in high sec to form larger corps and also to not simply disband the corp on a war dec, but actually have something to fight over.


    the only problem with this is that worthwhile PI is done in null

    Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

    Ben Houssa
    Royal Amarr Institute
    Amarr Empire
    #12 - 2013-09-22 13:24:37 UTC
    Phexur Aldurald
    Bitten By Science
    #13 - 2013-09-22 15:25:59 UTC
    @Azrael Dinn
    72 planets? Well, I can see why you could use that. The only question is whether you (we) can persuade the CCP devs.

    I agree that large corporation hangars would be great for large-scale PI, but such buff needs some balancing - how about applying 1.2×tax when the corp. hangar is used?

    @Tarn Kugisa
    I disagree, that depends on what you are after. If you want to get a big load of raw resources, sure, go to nullsec. But if you go after L2/L3 products, lowsec works just fine. Highsec seems good enough for creating L4/L5 products out of L3 products.
    Phexur Aldurald
    Bitten By Science
    #14 - 2013-10-17 18:22:04 UTC
    Here's another idea:

    Ability to group & configure several structures of the same type simultaneously. For example: let's say I have 5 Basic Processors and I group them. I select the group, open Schematics, select Chiral Structures and click Install. Now all 5 Basic Processors ought to have the Chiral Strucures schematics installed.