These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Planetary Interaction 2.0 - (Cities, tax, terraforming and beyond)

First post
Author
Eidolon Nostromo
The Scope
Gallente Federation
#141 - 2011-11-18 05:11:30 UTC
Asuka Solo wrote:
David Grogan wrote:
Quote:
Gas: (+3% default rate)
12% population growth rate per downtime
9% death rate per down time


i'm not sure this should be in the positive growth rate section

living in a gas giant would be extremely taxing on human physiology... from constant storms, the high gravity, high radiation, and insane pressures would make it hard for a population to growth at all.

however on barren/ice worlds it would be much easier for a population to grow due to the fact huge biospheres & underground facilities could be built to shield the citizens from radiation. Also the gravity and pressure on these worlds would be much more tolerable.

Moons should also be considered for population. Especially moons around gas giants.

but aside from that I like your idea alot


I was thinking of Bespin (Star Wars) when I was placing the Planets into those groups. Somehow I picture a floating Gas giant installation to be more habitable than some frozen Hoth hellhole. In Bespin you could actually sit on a bench outside and watch the sun go down. Hoth is a different story.

But I'm open to swapping those figures around if we could justify it with a valid enough point.






As for moons... I am contemplating a post about Moon Interaction and the death of POS based moon mining. Naturally, the same command centers could be used for MI, thus giving rise to moon cities etc.


Not only that - there are some practical issues to consider. Gas Worlds are currently the most common and least useful for resource extraction, whereas Ice Planets are arguably more useful. This is even more so when you consider the size of Gas Planets and the difficulty in setting up industrial PI networks.

So by making Gas Planets more amenable to civilian development, it helps "rebalance" them vs. other planets.
Eidolon Nostromo
The Scope
Gallente Federation
#142 - 2011-11-18 05:15:46 UTC  |  Edited by: Eidolon Nostromo
I'd like CCP to implement and test these features ASAP, or at least before my sub runs out.

It does remind me of a Sci-Fi version of Illyriad, a F2P game i'm currently enjoying. If you're not familiar with it, you might want to take a look, if only to get more ideas.

One nice thing about this suggestion is that it allows players interested in PI to focus on quality over quantity. If I hate having to manage multiple networks on multiple planets, I can opt for a "supernetwork" on a single planet instead.
Evenus Battuta
#143 - 2011-11-18 11:28:17 UTC
I like your idea of building cities on planets, I think introducing idea of composition of population will make it more fun.

Building different facilities will attract settlers of different races(intaki,amarr,brutor,joven with different bloodline etc), at a rate modified by the resource types, sovereignty,ideology and situation on adjacent planets&moons, providing different outputs and unique traits of the city. You will find it difficult to attract Amarr citizens into Minmatar hinterland but easier near the border. But even if you build cities in nullsec, matched population percentage of Minmatar and Amarr people will cause trouble of unity and public order. Different scale and pattern of the city will give you various valuable special product.

A planet of freedom full of diversity including smuggling and crime, or giant kingdom of order? up to you, but not you alone. Fertile land is always full of competition, and other mayors on this planet may find their interest of other form. They either build a city with easier form to organize and exceed you by scale, or just call the help of players in Dust 514...

That will totally make eve a different game.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#144 - 2011-11-18 18:45:14 UTC  |  Edited by: Asuka Solo
Evenus Battuta wrote:
I like your idea of building cities on planets, I think introducing idea of composition of population will make it more fun.

Building different facilities will attract settlers of different races(intaki,amarr,brutor,joven with different bloodline etc), at a rate modified by the resource types, sovereignty,ideology and situation on adjacent planets&moons, providing different outputs and unique traits of the city. You will find it difficult to attract Amarr citizens into Minmatar hinterland but easier near the border. But even if you build cities in nullsec, matched population percentage of Minmatar and Amarr people will cause trouble of unity and public order. Different scale and pattern of the city will give you various valuable special product.

A planet of freedom full of diversity including smuggling and crime, or giant kingdom of order? up to you, but not you alone. Fertile land is always full of competition, and other mayors on this planet may find their interest of other form. They either build a city with easier form to organize and exceed you by scale, or just call the help of players in Dust 514...

That will totally make eve a different game.


Your on to something there.

But, how will it work and or what would the benefit or difference between the various bloodlines be in terms of populations?

If the answer is none, then there is no real point in having it. This suggestion will at no point attempt to demand that CCP generate or display any of these populations npc for npc. That would lag us all to hell. So we will never see these populations, they will forever be numbers attached to our PI, the same way isk is displayed and attached to our wallet.

If say on the other hand, that:
Minmatar type civilians granted additional bonus to the industrial capacity of industrial PI buildings
Caldari Civlians granted a tax bonus to Civlian PI
Gallente civilians granted a service or entertainment delivery bonus or something to social PI
Amarr civilians granted a military bonus or something to military PI

Then this would be well worth pursuing and developing further.

And how would the civilian populations be distributed?

Would we attach the type of civilians that are attracted to the City on to who the sovereignty owner is?

i.e Amarr sovereignty in hi-sec would attract the 3 Amarr blood lines.
Amarr low sec would attract the Amarr pirate factions

And so on and so forth.

Thoughts on that?

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#145 - 2011-11-18 19:07:39 UTC
Corazani wrote:
Just a couple of points on what has cropped up lately.

First, on planetary gates. Given the EvE canon of them not existing to date, it would seem safe to assume that the EvE universe follows similar lines of thought to many other forms of static, "gate-centric" FTL transit. Namely that the gates always seem to by up and fair way away from planets (the Stargate series being one of the best known exceptions to this). Usually the logic given is the need for lower interference from gravity, or some sort of exotic radiation being put out that you don't want to expose a biosphere to.

Also, given the established lore or gates having to be located between two stars in a system, it would suggest that they require a certain balance of forces to be acting upon them in order to achieve whatever form of transit they allow (most likely temporary/unstable but directable wormhole/singularity). All of this would preclude any use of gates on planets.

Even assuming that such a gate could be constructed however, there are a number of other problems that would need to be tacklked. What about differences in pressure between ends of the gates? Is it one way only, or bi-directional? Are they like space gates and based on a discreet activation system/entity, or are they more like the SG-1 gates? What's to stop a terrorist from linking a bi-directional gate to one in deep space and evacuating the atmosphere on the target planet?

A much more canon option might be to ignore the transport of materials entirely, and to opt for a clone system similar to what is already in place. Quantum entangled transmission systems are capable of transmitting the conciousness of a suitably equipped person (like a pod pilot or Dustie) over interstellar distances. It might not be as satisfying as picking up your ball and taking it home with you, but you could still walk out in a huff if a card game goes badly for you. :P


As for terraforming, it is at best a slippery slope by way of people and their whims, but is one supported by canon. Korako Kosakami (better known as The Rabbit) has a little chat with a character in one of the novels (I... think the one with the Raven on the cover; where it follows the four different people throughout the book). This chat happens on his own personal planet. Which he had terraformed to his own desires.


Always a pleasure reading your feedback and being challenged by it.

1) We'd have to establish if planetary stargates would be FTL based, or inter-dimensional with regards to the method of transport.

In the event that they were FTL, we'd need direct line of sight between transport points, or risk colliding with a celestial at light speed, which wont end well for both entities. Hence a FTL mechanism would be restricted to inter solar system travel from planet to planet only.

If on the other hand, it were inter-dimensional, we could have PI stargates transport items or players beyond the solar system, to neighboring systems as line of sight, celestial objects or exogenous forces would no longer be of any concern.

Following that, we'd have to establish what would be more feasible and less-abusable/more costly for larger alliances. To run a fuel system with a range limit, or have a recharge mechanism such as a capacitor with a mass limitation either way.

2) I have already included a planetary jump clone mechanism with the social PI segment in the PI 2.1 proposal I will be posting in the Assembly hall soon enough.

3) To omit the transport of goods (in a limited quantity or otherwise) via such gates would effectively render PI gates as a useless mechanic and thus a void suggestion not worthy of being entertained as an idea at all.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Corazani
EVE University
Ivy League
#146 - 2011-11-19 05:14:52 UTC
Something else that just occured to me on the planetary gate front, is that if they were capable of transporting goods/persons, they would likely be connected to other planets/systems controlled by the controlling pilot. This would make them incredible important strategic targets for any mercenary operations funded as part of a (trade) war between pilots.

As for the actual mechanics/transport limits on them, it would actually make sense in both a rules and story manner to have them based on position. Need a timer for "cooldown" between allowed transports. Well guess what: Fakeworldia II and IV only line up for a usable tranmit window once every twelve hours. As a shiny new target to shoot at, players could install an orbital transmission booster array to alter/shorten this cooldown period, but it would still happen at some point or another due to relative position/occulsion by stellar objects/radiation surges in the sytem (or some other hand-wavium reason).

For transportation range: perhaps a cue could be taken from the already existing PI skills. Each rank/transmit system upgrade would allow for an additional range of access, all the way up to region wide. Of course, to be able to support a region-spaning PI trade network, you'd have to have invested a fair bit to get to such a point...
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#147 - 2011-11-19 05:30:43 UTC
So this implies more anchor-able/place-able buildings and skills, alongside investment into cities to enable this infrastructure for a limited time.

We could introduce timers and perhaps even evemail notifications for corp members and or alliance members (a selectable option of course) that could inform them of approaching or closing windows of opportunity for these PI gates, in addition to which locations these gates can allow travel to.

But this begs the question, do we impose a mass limitation? If so, what would be classify as the cut off?

So the range of these gates could be influenced by a skill and the availability of other networks with gates on them controlled by the same player, or a corp member/alliance member.

And the mass limitations per window could be dictated by a combination of a skill and an anchor-able building or a PI building.


However, in order for these stargates to be a target, Dust players would have to be able to persistently camp them and survive outside of war contracts like eve players can. So we'd have to setup a game mechanic whereby dust players could persistently camp eve players (and thus other dust players) using these planetary gates, in addition to allowing eve players to engage these gates from their ships and for Dust vs Dust games to see and or capture/destroy these installations.

Thus we'd have game scenarios whereby:

Eve shoots at Dust
Dust shoots at Eve
Eve shoots at Eve
Dust shoots at Dust

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Akane Mishima
Verispex Conglomerated
#148 - 2011-11-19 07:32:26 UTC  |  Edited by: Akane Mishima
I actually live off PI and PVP and I can say this.... this sounds pretty amazing. Right now PI is pretty cookie cutter, make POS Fuel = profit. I'd like to see more depth in PI but something else I'd like to see is being able to rent out temporary facilities. So lets say Ive got 15 planets in a lowsec system. However my alliance suddenly decided to pack up and leave. It would be awesome to be able to contract out my entire 15 planet setup that can maintain a 12.5k Coolant per day setup and either have someone permanently buy it from me, or rent it out to someone for a limited time with them paying me on a daily basis for a certain value depending on how much potential profit there is. Of course this would mean I wouldnt be able to build a new set of 15 planets however I think it would be a cool living to sell people, corps or even alliances awesome setups like the ones Ive made in the past. Im really good with PI and I know how to build settlements very efficiently, It would be nice to be able to capitalize on that knowledge and make a few isk here and there.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#149 - 2011-11-19 09:36:52 UTC  |  Edited by: Asuka Solo
Social PI

*SPI Buildings list located here
*Note, Social PI can only be placed on capital cities.

While refining PI 2.0, the idea of player slots for player owned buildings was put forth and developed. This idea gave birth to the notion that stations can be put on planets. Player A can setup a factory, a lab, a medical facility for jumps clones, a repair shop, a bar, a casino, a shop, a star port, houses with apartments and even larger market and entertainment hubs, for other players to use and exploit. Alternatively, these social PI networks can provide slots that individuals, corporations or alliances can rent and use for whatever reason. No more setting up outposts to enable slot usage outside of a POS. Up until now, owning property in Eve was limited to a POS on some moon, or an outpost in a system with sovereignty. This goal is beyond the reach of allot of new players and smaller corporations. And thus Social PI was born, from the combination of the ideas of true player driven planetary interaction with other players and the real estate question. So how will social PI be different from Civilian, Industrial or Military PI?

Well, Civilian PI will be taxpayer farms, with buildings that give rise to large npc populations and bonuses to industrial and military PI operations. Military PI will be planetary defences via turrets, goodies for Dust mercs, links for travel and the means to control movement of players and goods between networks. Industrial PI will remain largely as is, with the exception of a few new buildings and mechanisms made available to network owners.

Social PI by contrast will contain none of these elements and will instead focus on allowing players to rent slots from network owners, or setup their own property on their own networks that can be opened to the rest of the eve player base (at a cost of course). Any actual habitable and explore-able areas that PI 2.1 will bring to Eve, will be built using SPI. Planetary markets, promenades, apartments, star ports, transport hubs, factories, bars, casinos, stadiums, arenas, storage facilities, corporate and alliance hangers, laboratories, training facilities, med labs etc, will all be made available as constructible building types for social PI networks. Naturally, these buildings will not come cheap; some will require unique monthly operational licences and some isk payments for rent etc. Once these buildings have been constructed on the network, players will be able to land in star ports or jump clone to a planetary medical facility located in the cities and proceed to explore (or live on) the social networks within the city.

Even the markets for planets will be based off goods that are sold within the various market stalls of a city. If players want to sell multiple goods in their stores, they are welcome to but will end up paying tax for each type. If players choose to specialize in making and selling certain items, power to them. Regardless, items will end up as sold per category similar to the Eve markets. If the planet does not have any items, it will show space stock and vice versa. If on the other hand, the solar system has stock from both planets and an outpost in the system, then the market will show buy and sell orders for both locations. Social Networks will thus become the player driven center of all cities, that would eventually become explorable with your characters.

The surrounding civilian, industrial and military PI networks owned by players of the city will become their “crops” so to speak, that agressors who have nothing better to do than inflict mass damage and economic ruin on their foes can burn to the ground with enough firepower. This will add a whole new dimension to space conquests and provide a much needed sense of urgency in having fleets of ships actually protect space and not just give it away when they lose a strategic system or a single battle. For fleeing the field and giving the enemy ground would give them free rein to ruin allot of player’s livelihoods.

Evacuation from those cities and networks will be possible, similar to outpost evacuations, as military PI networks with shield generators will have reinforcement mode for the shields and defences to keep attackers at bay, if there are enough defences on the grid.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Corazani
EVE University
Ivy League
#150 - 2011-11-19 13:38:58 UTC
Asuka Solo wrote:

But this begs the question, do we impose a mass limitation? If so, what would be classify as the cut off?

So the range of these gates could be influenced by a skill and the availability of other networks with gates on them controlled by the same player, or a corp member/alliance member.

And the mass limitations per window could be dictated by a combination of a skill and an anchor-able building or a PI building.


However, in order for these stargates to be a target, Dust players would have to be able to persistently camp them and survive outside of war contracts like eve players can. So we'd have to setup a game mechanic whereby dust players could persistently camp eve players (and thus other dust players) using these planetary gates, in addition to allowing eve players to engage these gates from their ships and for Dust vs Dust games to see and or capture/destroy these installations.

Thus we'd have game scenarios whereby:

Eve shoots at Dust
Dust shoots at Eve
Eve shoots at Eve
Dust shoots at Dust


Possibly as an alternative to a mass limit would be a volume per unit time limit (especially if there is going to be some form of finite window available). After all, you can only physically cram so much through a gate/fit so much on the transfer pad at once (I'm thinking the "Let's go to Atlantis" boarding scene from SG-1/SGA where everybody lined up carrying/pushing gear and just kept going). Like several other things you could set up a queue of stuff to transfer that went automatically once it was set until it hit the window close.

If paired with the orbital tranmission booster idea, this would dovetail nicely into the Eve/Dust link, where a combined force would be needed to really embargo a planet. Eve-side to blow the transmitter network and cut down your window, and then Dust-mercs to go and "cap the flag" of the physical gate location to actually prevent its use.

Another potential way to allow an interaction would be some kind of anchorable "blockade unit" within Eve space that generates a gravity/distortion/white noise field that would prevent/make difficult the transmission process. So you wouldn't need Dust mercs, but there would need to be some kind of timer/other cost (and who really just loves protecting SBUs now? >.>)

For the Eve shooting at Dust side of things... the only thing I can really think of would be to either have bots in Dust (which could just be really fail...) or to allow Eve players to deploy mecha-killbots into Dust situations that are scary enough to actually be able to take/hold the gates. Their programming would have to be really simple (along the lines of "Take and hold gate. Patrol around within 100m after that") to limit their functionality for other purposes and not take away the special effectiveness of Dusties, but if anyone has better ideas, please speak up :)
SehrGute
Hunters of capsuleers
#151 - 2011-11-19 16:48:17 UTC  |  Edited by: SehrGute
+1

just posting to show my support (have to admit, I haven read all), love the concept of simcity in space, remained me of a old 4x game; imperium galatica 2. and i hope ccp take a note of this. it would be grate if eve braked even more horizons.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#152 - 2011-11-19 17:56:45 UTC  |  Edited by: Asuka Solo
This post is a continuation from the Social PI post

* SPI Building attributes to be determined in 2.1 Assembly Hall post.

[Part 1 of 3]

Buildings for Social PI:

Command Center (Upgrade-able)
-(Same power grid and CPU bonuses as Civ/Ind/Mil centers)
-Level 0 (5 slots)
-Level 1 (10 slots)
-Level 2 (15 slots)
-Level 3 (20 slots)
-Level 4 (25 slots)
-Level 5 (30 slots)

Links
- Links = Roads and connections that allow travel between buildings/Slots. No links, no happiness.

Housing blocks (Upgrade-able)
-Housing blocks are single slot based buildings that allow a number of players to setup “apartments” inside. These apartments are glorified CQs that players can either own, or rent to renters/pets at a nominal fee per month. The number of Apartments that a housing block can sustain is dependent on the level of the housing block.
-Level 0 (0 apartment slots)
-Level 1 (20 apartment slots)
-Level 2 (40 apartment slots)
-Level 3 (60 apartment slots)
-Level 4 (80 apartment slots)
-Level 5 (100 apartment slots)

Apartments
-Apartments are capsuleer own-able CQs on a planetary network that can be built or rented within apartment block slots. Naturally they will look different from the space based CQs since they could actually have windows etc. Each apartment block will have its own personal hanger per pilot/owner just as stations do currently. Planets will not be provided personalized storage space outside of apartments or alliance warehouses.

Promenades (Upgrade-able)
-Promenades serve no function save for beautification. The player can select the kind of visual path layouts and designs that will be visible when wandering social PI networks, with regards to the styling and what kind of areas are available. In short, the promenade ends up becoming the look and feel of the city outside and in between the various player-owned buildings. This building type will be purely for the pursuit of immersion, as the level of promenade in use will add a number of wandering NPCs and flying vehicles to give the city that “it’s alive” feel.
-Level 0 (5 NPCs on the whole network)
-Level 1 (25 NPCs + 1 flying vehicles on the whole network)
-Level 2 (45 NPCs + 5 flying vehicles on the whole network)
-Level 3 (65 NPCs + 25 flying vehicles on the whole network)
-Level 4 (85 NPCs + 50 flying vehicles on the whole network)
-Level 5 (100 NPCs + 75 flying vehicles on the whole network)

Star ports (Upgrade-able)
-Star Ports will enable players to land or dock with the planetary network with their spaceships. It will be a publically open facility and display all of the ships docked on the network from other players. This will become the default (and only) ship spinning screen for planets. Each Star Port will have a limit of active ships it can allow docked (depending on the level of the star port). Docked active ships pertain to active pilots with ships in the star port. So while each player can have multiple ships in their hangers, they can only have 1 active ship at a time. These ships become persistent. So if a player is docked on a star port and they logoffski, their ships will remain visible (and as such, can be stolen or damaged during attack without the proper protection mechanisms in place). The same scenario applies if a player has a ship in the star port and jump clones to a station on the other side of Eve. As of this post, sub-capitals and capital ships alike can land on star ports. Supers cannot.
-Level 0 (25 ship port)
-Level 1 (50 ship port)
-Level 2 (75 ship port)
-Level 3 (100 ship port)
-Level 4 (125 ship port)
-Level 5 (150 ship port)

Bank
- Social Banks will differ from civilian NPC banks in the sense that these structures can provide loans to players. Player A sets up a bank on the social network. This bank will not belong to a NPC faction, but will be owned by the corporation/alliance the owner is in. This allows the CEOs and Directors to set the interest & tax rates for their own banks. The bank is linked to corporation (dedicated) or alliance (Executor Corporation) wallet division. All loans will become contracts between the player that initiates the loan and the corporation wallet the bank is linked to. Alliances can setup dedicated corporations with a set amount of isk in its wallet specifically for banking operations as a fail safe, or if they are feeling brave and lucky, link the banks to the main executor corporation wallet. The loan duration can be selected from the list of time frames for the contract from the contract drop down menus, alongside the amount desired. The corp CEO, director, financial directors or bankers have to approve all loans prior to the contract going active and isk transfers commencing.
- Once a player has selected an amount and duration, the alliance interest rate is applied and is due, along with the money borrowed at the end of the specified time frame. Once the player confirms the contract and the banking corp approves it, the money is withdrawn from the applicable corporation wallet division and paid into the player wallet. The contract is binding and persistent. So even if a trail character takes out the loan and then fades into history with 2 bil in isk, the isk is automatically deducted from the player who took out the contract, alongside the owed interest when the contract runs out. This will put player wallets into negative values if they do not have the isk, regardless if the character is deleted or inactive. So if you just need that 20 mil for a new battle cruiser or if you need 2 bil for a faction fitted Capital with the intention and capability to repay said loan, the player alliance driven planetary banking sector is there to service your isk needs.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#153 - 2011-11-19 17:58:54 UTC  |  Edited by: Asuka Solo
SPI buildings list continued [Part 2 of 3]

Medical Facility
- Similar to the medical facilities on outposts, these medical facilities on planets will enable clones to be upgraded, serve as “home stations” for spawning clones and allow players to install jump clones (at a cost or not as per the choice of the facility owner).

Bar
- Bars will house NPC mission agents, introduce social atmosphere with music jukeboxes that contain pilot selected play lists and songs that can be generated using real world music, as well as facilitate the alcoholic needs of pod pilots throughout new Eden. Players can charge a premium user fee for all the agents located in bars and so doing, create a passive revenue stream from allowing other players/corporations/alliances to run your missions. Agents for bars can be purchased from the LP stores of the various factions. Agents from levels 1 -> 5 will be seeded at a unique cost per agent level in terms of isk and LP required. Purchasing an agent will ask you to select a bar or pleasure hub to send the agent to (as this item will not be trade-able on the Eve market). Similar to the slot setup for research or manufacturing jobs, the player selects a bar and clicks on the install button. The agent appears at the specified location upon installation, ready to start dishing out missions for your area.

Casino
-Casinos will be similar to bars and pleasure hubs, with the exception that players can setup betting contracts with the bookies in casinos. The bookie will be an NPC agent that will enable players to bet on the outcomes of Hi-sec/Low-sec war decs, 0.0 based sovereignty disputes and fleet battles in addition to other 3rd party gambling mechanisms and games such as Eve holdem. All money placed in bets are locked into contracts. If say the sovereignty war ends with party B taking sov within a specified date/time range as stipulated on the gambling contract, then the person(s) who were closest to the actual outcomes in terms of a margin, will win the contract and thus the isk from all other gamblers.

Pleasure hub
- Similar to Bars (can also store agents), but with exotic dancers, strippers and a more R-rated atmosphere.

Research Laboratory
- Similar to POS based research lab. Import materials and blueprints from space and setup the job accordingly. Owners can charge a nominal isk fee/tax per job or make the service free as per existing POS mechanics.

Repair shop
- Similar to outpost based repair shop. Repair costs in isk are fixed and not changeable, using the same rates and costs as empire space. This building is publically accessible to everybody in the city. Owners can charge a nominal isk fee/tax per purchase or make the service free as per 0.0 mechanics.

Nex Store
- Similar to outpost based Nex store. Nex item costs in Aur are fixed and not changeable. This building is publically accessible to everybody in the city. Owners can charge a nominal isk fee/tax per purchase.

LP Store
- Similar to outpost based LP store. Upon installing the LP store, players have to select which faction this LP store will be aligned to (This is a standings related mechanism and pirate faction LP stores can be built). LP store item costs are fixed and not changeable. This building is publically accessible to everybody in the city. Owners can charge a nominal isk/tax fee per purchase.

Corporation Office Park (Upgradeable)
-A corporation office is similar to the outpost offices, allowing the renting of corporate hangers
-Level 0 (1 office slots)
-Level 1 (10 office slots)
-Level 2 (20 office slots)
-Level 3 (30 office slots)
-Level 4 (40 office slots)
-Level 5 (50 office slots)

Storage Facility (general)
- Players can rent tabs in the storage facility to place their goods since planets will not have personal storage hangers like stations do. Renting this space will cost the player a nominal fee per month.

Warehouse (Alliance)
- Massive alliance only hangers. All alliance corporations will have access to this storage facility.

Refinery
- Similar to outpost based refinery. This building is publicly accessible to everybody in the city. Owners can charge a nominal isk fee for use, or a % cut of the minerals being refined.

Market
- This building enables players to sell and buy items via the planet and ties in the planetary market with the space market. If no market is present on the network, no items can be sold or purchased from the planet. Subsequently, a tax can be levied on all items sold/purchased via a planetary market.

Transportation Hub
- If you have no ship on the planet, this structure will allow intercity travel on the planet using planetary vehicles and public transport. This process, for the time being, is similar to jump clones, whereby travel is instantaneous. You can only travel from city to city using this mechanism. It does not allow you to travel to other planets or other solar systems. This hub also allows the movement of items and materials from one city to another if you cannot be asked to move it yourself, for a nominal fee per m3 of course.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#154 - 2011-11-19 18:00:29 UTC  |  Edited by: Asuka Solo
SPI buildings list continued [Part 3 of 3]

Small Shipyard
- Similar to POS based small ship assembly arrays. Import materials + blueprints and install the job. Owners can charge a nominal isk fee/tax per job or make the service free as per existing 0.0 POS/outpost mechanics. Can construct shuttles, frigates and destroyers.

Medium Shipyard
- Similar to POS based medium ship assembly arrays. Import materials + blueprints and install the job. Owners can charge a nominal isk fee/tax per job or make the service free as per existing 0.0 POS/outpost mechanics. Can construct cruisers, battle cruisers and industrial ships.

Large Shipyard
- Similar to POS based large ship assembly arrays. Import materials + blueprints and install the job. Owners can charge a nominal isk fee/tax per job or make the service free as per existing 0.0 POS/outpost mechanics. Can construct Battleships, Orcas and POS based modules.

XL Shipyard
- Similar to POS based XL ship assembly arrays. Import materials + blueprints and install the job. Owners can charge a nominal isk fee/tax per job or make the service free as per existing 0.0 POS/outpost mechanics. Can construct Freighters, Carriers and Dreadnoughts. These buildings can only be built in low sec, 0.0 and whs.

General Factory
- Similar to outpost and POS based manufacturing lines. These buildings allow the construction of t1 capital components, modules, weapons, medium, low slots, drones, ammunition, rigs or any other t1 item that has a BPO seeded on the market. Import the blueprint + materials and setup the job. Owners can charge a nominal isk fee/tax per job. This building cannot produce t2 or t3 items

Advanced Factory
- Similar to the general factory. This building can only produce t2 and t3 items. Owners can charge a nominal isk fee/tax per job. This building cannot produce t1 items

Drug Laboratory
- Similar to POS based drug lab. Import materials and blueprints from space and setup the job accordingly. Owners can charge a nominal isk fee/tax per job or make the service free as per existing POS mechanics.

Power Plant

- If present on the network, it provides power to all slots/buildings via links. If there is no active power plant on the network if it has no links to the other slots, or if the power plant is destroyed by invading forces, all slot based buildings and facilities go offline and cannot be used.

Communications Facility
-While the cities will be in a solar system with local (or not if its in whs), the planet itself will not have a local channel. To this end, players docked on planets will show up on local in space, but players in space will not be visible to players on the planets, nor will other players on planets be able to see or chat to each other outside of corp/alliance/public channels. The communications facility will uplink to the solar system local and show all users active within the system. The facility can also allow the modification of the local settings, to be instant (like Empire) or delayed (like WHS).

Bounty Office
- Allows access to the existing outpost bounty office from planets.

Faction Warfare Office
-Alliances or corporations that want to bring the Empire Faction War to areas of low-sec and 0.0 where it has not yet spread to, need only build a single faction warfare office. This office will spawn the needed space based FW bunkers that Eve players fight over, in addition to creating a FW LP store within the FW Office. In addition, if a FW Office is present on the planet with a Bar or Pleasure hub, FW agents can be purchased from the FW LP stores and placed in either the FW Office, the Bars or Pleasure hubs of choice on the applicable planet(s). The Empire Factions will subsidize the Faction Warfare Office each month with a payout from the Faction warfare isk pool. This pool is funded by the tax from the number of PI Cities located in FW space (Hisec and Low). All the tax paid from these cities end up in the faction tax pool and each month, the faction automatically pays out some dividends to all the FW corps and FW Office owners from this pool. Thus, the more cities each empire faction controls via FW, the more funding the cities and FW corps receive to continue the war effort for that faction.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Screenlag
Armaggedon Inc.
RAZOR Alliance
#155 - 2011-11-20 17:22:52 UTC
Had your idea been reality when I moved into a WH about a year ago I would have been very happy. This sounds like something that would change PI from tedious clicking to something more interesting, even if it's still just clicking to be done. What PI needs is interaction and progress, and I believe you've just presented a very good way to implement that
Ta Mo
#156 - 2011-11-22 15:06:19 UTC
With features like this I would definitelly bring more people into eve. Just imagine...... governing your own towns and cities.....your own district ......a planet ..... hmmmm.....
Alx Warlord
The Scope
Gallente Federation
#157 - 2011-11-23 04:48:23 UTC
ArrowWe absolutely need a new PI system for now!!!! hurry up with dust DEVS!!! and hurry up with PI!!!!
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#158 - 2011-11-23 05:19:19 UTC  |  Edited by: Asuka Solo
I have to admit, now that CCP allowed customs offices to deny access based on standings, it's really going to hurt allot of the individual & small time PI producers in New Eden.

This move has made PI yet another techmoon based resource reserved for the largest 0.0 and wh alliances, with said alliances being the major producers of PI goods on the market in the future. Expect to see the market come under pressure from increased price fluctuation and volatility as a result of this, steadily driving the prices of raw ores and finished goods into the stratosphere.

low-sec and hi-sec PI now need a buff in my opinion, with regards to planetary yields. I would expect to see hi-sec planets dish out allot of green zones instead of the nothing/odd spot of blue they do now, while low sec could even give out yellow zones.

This would help allot of people to retain the use of PI for passive income instead of having to make the switch from mining for raw materials free of charge to making a measly 10-20 mil profit a month if they move to hi-sec and buy raw materials for factory planets.

So the time for a PI revamp is drawing even closer and we can expect more moaning topics to pop up regarding PI.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Captain Africa
GRIM MARCH
#159 - 2011-11-23 13:35:14 UTC
Not much of a PI pilot but +1 for your effort and idea ....for someone thats into this it could add huge extended EVE value.
Lek Arthie
Doomheim
#160 - 2011-11-23 22:25:13 UTC
Asuka Solo wrote:
[quote=Lek Arthie]
Don't you think?


What im about is something like this. lets take lava planets again. If you scan felsic magma you will its concentrated on hot spots, and i mean actual lava spots on the planet.
Here comes terraforming, you increase the temperature of the lava planet thus increasing those lava spots, thus increasing felsic magma. Terraforming wont change the planet type. It will just improve planet stats.
Ofc the terraforming result will not be permanent. A structure will keep this result active, and through dust etc it can be destroyed.