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Increase NPC Station S&I Costs

First post
Author
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1 - 2014-03-07 22:20:01 UTC  |  Edited by: Gizznitt Malikite
It is time to Nerf the line usage costs at All NPC Stations:

TL;DR: Increase line costs by 100 fold, from 333 isk/hr to 33300 isk / hr.

Why?

Currently, the costs are so low that it stifles alternative routes for S&I.

Explanation:

Currently, it costs 1000 isk and 333 isk/hr to run a manufacturing job in highsec. This is insanely cheap, so that other forms of production or research have a very difficult time competing. For example, if I'm building a typical battleship, which takes 5 hours to build (less with skills and research), we are looking at 2500 isk to complete a 1 run job.

Compare this to manufacturing in a POS.
A small POS consumes 10 Fuel blocks an hour, costing 15+k isk each. You would need over 1000 Manufacturing jobs running at the POS to have an operating expense anywhere near the station service costs. This is impossible, not to mention impractical, to achieve.

Why do people use POS's for S&I:

We use POS's in manufacturing only out of necessity and/or convenience.

ME and Copy Slots at highsec stations have pretty crazy queues (30+ days often). If you need to research your BPO's, or create new BPC's regularly (as you do for t2 production), owning a POS is required to maintain a supply of BPC's. Once you have the POS setup for Copying or ME Resarch, it makes sense to utilize the POS for other S&I activities (invention, PE research, and even assembly arrays), as these have some benefits as well as convenience.

Why should we encourage using POS's to do S&I?

POS's ownership comes with many awesome repercussions:

♦ You must be in a corp to have a POS. This means you are vulnerable to wardecs, have to deal with corp theft and awoxing, and all the game content surrounding it.

♦ Operating a POS requires effort. You need standings to anchor one, you need to spend energy fueling it, and this would support one of the often overlooked paradigms of eve: effort vs reward.

♦ Your POS is a vulnerable asset. Putting labs and arrays in space means you have items at risk, potentially something worth fighting over. Your risks should be rewarded! Ultimately, every POS is a conflict driver, and that's a good thing!

What type of Nerf is healthy and balanced?

♦ Increase Highsec S&I Line costs by 100 fold:

Current line costs are 333 isk/hr with a 1000 isk install cost. The increase means you spend 33k isk/hr manufacturing, with a 100k install cost.

This might seem like a lot, but let us put this in perspective:

♦ A typical t1 item takes 600 seconds (standard module) to 90000 seconds (capital module) to build. Your standard t1 item would then cost only 6k isk more. Your standard Capital modules would cost less than 1m isk more to produce. In general, the consumers, to whom the prices are passed onto, won't even notice such price increases.

♦ A typical ship take 6000 seconds (frigates) to 18000 s (Battleships) to build. Again, your frigates will now cost 60k more isk and your BS's will cost 300k more isk. Most of us will hardly notice the difference.

♦ A more complex example might be a T2 item. Lets look at a Heavy Ion Blaster II. At the end of the production chain, the T2 Heavy Ion Blaster will cost you an extra 250k isk to produce. Not negligible, but something not some crazy increase that you might fear from the 100 fold increase in line fees.

Why will this encourage POS usage?

A small POS costs 150-200k isk/hr, and a Large POS costs 600-800k isk/hr to operate. Given the 33k isk/line costs at station, a single player using 10 lines will cover POS fuel costs with the avoided Station line fees. Add the 25% reduction in build times from POS assembly arrays, and it becomes more profitable to build at the POS. These cost savings aren't enough to eliminate Station manufactures by any means, but provide a concrete benefit to moving your production to POSs.

Pros:

♦ POS's become more worthwhile to use for production, helping to even the manufacturing playfield in every sector of the game (Highsec, Nullsec, WH's, & Lowsec).

♦ Increased POS usage will lead to more conflicts. While this is limited, as highsec POS's can be a really PITA to take down when they are properly setup, conflicts will inevitably happen as moon locations become more coveted.

♦ Sizeable new isk sink. A typical manufacturing character using highsec facilities would pay 8m isk a day, if there are 5k such characters, that's over 1 trillion isk leaving the economy each month.

Cons:

♦ You have to pay more for your items. Not enormously more, but enough that poor players may whine.

♦ You need more isk to get into manufacturing. Manufacturing already requires a decent capital investment, and this change will increase that barrier some. My biggest fear is that this hinder's the ability of a new player taking up this profession, but I don't think the increases are that significant.

Please post your thoughts.
Batelle
Federal Navy Academy
#2 - 2014-03-07 22:36:28 UTC
tl;dr

+1 anyway, although i favor a dynamic pricing based on availabilty, demand, and queue times.

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Alvatore DiMarco
Capricious Endeavours Ltd
#3 - 2014-03-07 22:59:38 UTC
Came expecting "line costs are too high".

Left somewhat confused by OP's poor choice of wording.

Anyway, +1 to this. Nerf the attractiveness of NPC lines and promote Outpost/POS lines instead.
Kaarous Aldurald
Black Hydra Consortium.
#4 - 2014-03-07 23:02:39 UTC
+1.

The way things ought to work is Player Infrastructure > NPC Infrastructure.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Nevyn Auscent
Broke Sauce
#5 - 2014-03-07 23:17:49 UTC
As long as this cost happens across all levels of security it's good.
Null Industrial Outposts have a bonus in time on certain items which means higher line costs will make it slightly advantageous to leverage those time bonuses, but not totally destroy the market.

However if this is intended as a just high sec thing, no, & hell no.
Gigan Amilupar
Viziam
Amarr Empire
#6 - 2014-03-07 23:33:18 UTC
This seems really well thought out and reasonable. Take my +1 sir.
Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#7 - 2014-03-07 23:42:54 UTC
5/10 for choice of wording, could be better.

11/10 for idea. Fully supported.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

Nevyn Auscent
Broke Sauce
#8 - 2014-03-07 23:49:36 UTC
Oh wait, he's already said in another thread that this is just a nerf high sec idea. Yea. No real understanding of the economy, and simply a Nullbear hating on highsec.

-1 as a result.
Rowells
Pator Tech School
Minmatar Republic
#9 - 2014-03-07 23:55:05 UTC
Wouldn't it be preferable to buff POS S&I/manufacturing in tandem with an NPC station line nerf? and a little less on the amount of nerf. !00 times more exspensive? that seems a bit much without gaining anything in return.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#10 - 2014-03-08 01:28:19 UTC
Nevyn Auscent wrote:
Oh wait, he's already said in another thread that this is just a nerf high sec idea. Yea. No real understanding of the economy, and simply a Nullbear hating on highsec.

-1 as a result.


This is a nerf NPC S&I stations to make POS S&I more attractive. This isn't a black and white nerf highsec to boost nullsec situation, but it has layered levels of benefits.

Everywhere POS manufacturing becomes more competitive with NPC Station manufacturing, no matter the sec status.

In Sov Nullsec, where POS manufacturing gains the benefits of cheaper fuel costs, you get a compounded boost to manufacturing, although the truth is this is that shipping costs will still outweigh most of these benefits.

I would like to see more implemented to boost nullsec industry, but I'm leaving those ideas for another thread.
Daichi Yamato
Jabbersnarks and Wonderglass
#11 - 2014-03-08 01:36:19 UTC
Make player assets better than npc assets?

Yes please.

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Daichi Yamato's version of structure based decs

Gizznitt Malikite
Agony Unleashed
Agony Empire
#12 - 2014-03-08 01:45:29 UTC
Rowells wrote:
Wouldn't it be preferable to buff POS S&I/manufacturing in tandem with an NPC station line nerf? and a little less on the amount of nerf. !00 times more exspensive? that seems a bit much without gaining anything in return.


The 100 times more expensive brings the cost of using POS's on the same order of magnitude as using Station lines.

Using specific numbers, after this price increase, a toon with 10 lines running will spend 8m isk a day in line costs.
A small POS costs about 4m isk a day to operate, but is also fairly limited by CPU in the number of S&I facilities it can utilize.
Medium POS's run 8m a day, and its 16m isk a day for larges. Given the extra risk and effort required to setup and operate from a POS, I thought these values were reasonable.

We can refine the line costs some, but even at the proposed 100 fold increase, things work out alright.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#13 - 2014-03-08 01:46:23 UTC
Andreus Ixiris wrote:
5/10 for choice of wording, could be better.

11/10 for idea. Fully supported.


Thank you for the props.

Can you give some wording suggestions, so I can accurately articulate what the thread is about?
Rowells
Pator Tech School
Minmatar Republic
#14 - 2014-03-08 02:12:11 UTC
Gizznitt Malikite wrote:
The 100 times more expensive brings the cost of using POS's on the same order of magnitude as using Station lines.

Using specific numbers, after this price increase, a toon with 10 lines running will spend 8m isk a day in line costs.
A small POS costs about 4m isk a day to operate, but is also fairly limited by CPU in the number of S&I facilities it can utilize.
Medium POS's run 8m a day, and its 16m isk a day for larges. Given the extra risk and effort required to setup and operate from a POS, I thought these values were reasonable.

We can refine the line costs some, but even at the proposed 100 fold increase, things work out alright.


Well I mention this because depending on which modules you use POS towers also offer better research times than a normal station. So It's not always convenience that people use their own POSes for research theres a practical reason as well. When it comes down to it, time is money. So messing with the costs wont make POSes more favorable to those who dont see the necessity. Doing more in the same amount of time will be. So doing jobs in a station is still reasonable, but it would be more economical for serious researchers to upgrade to a POS. If you want to make POSes more attractive, buff them. God knows they need some good lovin.
Zifrian
The Frog Pond
Ribbit.
#15 - 2014-03-08 02:29:32 UTC  |  Edited by: Zifrian
Markets will adapt. Same with PI taxes for instance.

But overall, you aren't nerfing S&I slots really, you are buffing POS production, which currently can't really compete IPH wise with NPC stations. I for instance don't use a pos for anything and do fine with T2 production.

If this change went through I'd either move to a POS or just adapt as long as the IPH was good enough to outweigh the hassle of using a POS. But right now, I don't see the point in producing at a POS if you are in highsec.

The only issue I see with this is new industry players, which you mention as well. Today I had a chat with someone in Jita that thought 400k was a lot of isk for an Ammo BPO.

That is an unintended consequence of production. You don't get people interested in industry by requiring them to start out with massive fees they can't afford just to build stuff most of us wouldn't waste our time on.

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Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#16 - 2014-03-08 02:56:38 UTC
33000isk/hr is far to low to many any meaningful difference. You need to make it 500,000-1 mil isk/hr to achieve the proper effect of making highsec production less profitable than nullsec production.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#17 - 2014-03-08 03:34:01 UTC
Aliventi wrote:
33000isk/hr is far to low to many any meaningful difference. You need to make it 500,000-1 mil isk/hr to achieve the proper effect of making highsec production less profitable than nullsec production.


I'm not trying to make Highsec production more profitable than Nullsec Production.

I'm attempting to make POS production on par or better than NPC station production.

Believe it or not, this is also the first step needed to balance nullsec and highsec industry. Nullsec stations have a very limited number of manufacturing slots, and any serious production needs to be supplemented by POS structures.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#18 - 2014-03-08 04:13:36 UTC
Gizznitt Malikite wrote:

I'm not trying to make Highsec production more profitable than Nullsec Production.

I'm attempting to make POS production on par or better than NPC station production.

Believe it or not, this is also the first step needed to balance nullsec and highsec industry. Nullsec stations have a very limited number of manufacturing slots, and any serious production needs to be supplemented by POS structures.


The following is a quote of most of the issues present in the balance of highsec and nullsec production and how to fix the overall problem of highsec production being too cheap. Costs must go up for highsec for station and POS production if we are to see any meaningful balance.
Quote:
There are too many cheap manufacturing slots in highsec. Not only that highsec maufacturing POSes are virtually never attacked. Single systems in highsec have more manufacturing slots than some constellations in nullsec. They have an abundance of moons to anchor POS at. Why would I run industry in nullsec where my station (and all the slots) may be flipped from my control or use a POS to manufacture which can be RF'ed and destroyed easily when I could just do S&I in highsec safely and cheaply?

We need an incentive to do S&I in nullsec. There is no greater incentive than good old isk. Here is what needs to happen:
1. Make in station manufacturing slots in highsec cost 100-200+ times as much to use per hour. So instead of less than 5,000 isk/hr/slot you are paying 500k-1mil isk/hr/slot. (Makes highsec products more expensive to produce than nullsec. Price for safety.)
2. Make highsec POS fuel costs go up by driving up the cost and usage of the star base charters. (Again, makes highsec products more expensive to produce.)
3. Give nullsec station upgrades far more S&I slots. I am talking upwards of several hundred to a thousand slot per station.
4. Drive up the fuel cost of JFs. You should still be able to haul in what you can't get locally (Mainly T2 moon goo). It should be a last resort.
5. Bring in Ring Mining. Each rock is unique. have the ratios of mins based of of the exponential needs found in t1 productions. Solves the low ends issue.
6. Put moon goo in the asteroids in the rings and take it off the moons. Allows the people doing the industry to source they need themselves.
7. Destroy mineral compression. No more single JFs holding enough mins to produce several capital ships.

Optional ideas:
8. Don't give a materials bonus to production in nullsec stations, but a time bonus. This will prevent the cost of minerals plummeting through less use, but boost the isk/hour for the slots. Isk is the greatest incentive.
9. Allow more than 1 station to be constructed in a system. Perhaps a limit of 3? Each station has a different useful S&I bonus. No reason you shouldn't be able to have one of each or double up on a particularly useful one.
10. Allow stations to be destroyed.
11. Allow stations to be converted from one type to another for a cost.
12. (This is maybe good. Maybe very bad.) If you take control of a station you should be able to loot it. Anything inside is now yours. To the victor goes the spoils. This would include everything up on market orders.
13. Drastically reduce the number of S&I slots found in highsec.

Now it is easier to get everything you need to build things in nullsec, you have the slots to do it, it is very challenging to import what you can't source. Not only that, highsec manufacturing and importing ships and such from highsec is more expensive than producing what you need locally.


Like it or not your solution doesn't provide enough meaningful incentives to move production outside of station. Trivial amounts of isk more will never accomplish your goal. Do it right or don't do it at all.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#19 - 2014-03-08 05:11:29 UTC
Seems like it could take veteran players out of the stations to leave more room for newer players getting into industry, which is something I feel is pretty important. I like this idea.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#20 - 2014-03-08 05:16:25 UTC
Zifrian wrote:
The only issue I see with this is new industry players, which you mention as well. Today I had a chat with someone in Jita that thought 400k was a lot of isk for an Ammo BPO.

I think this idea helps new players in the long run. Older, established industrialists are probably the types who take profit margins quite seriously, so when a cheaper option for manufacturing becomes available outside of stations, it should make getting a station slot much less competitive (right now, a new player might have to wait 20 days just to experiment with a BPC to figure out how industry works). This idea gives a better incentive for older players to use POSes, but like the other guy said, the incentive might not be great enough to convince people it's worth the hassle.
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