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Player Features and Ideas Discussion

 
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Increase NPC Station S&I Costs

First post
Author
Reaver Glitterstim
The Scope
Gallente Federation
#61 - 2014-03-10 16:10:18 UTC  |  Edited by: Reaver Glitterstim
Bohneik Itohn wrote:
the cost gets passed on to the consumer so the manufacturer has no reason to care. Whether it's 300 or 300k an hour, it's not THEIR isk that's being spent, so it doesn't matter.
That's not actually true. In a sense, yes, the buyers pay for it. But when the production costs are a significant portion of the costs of the item, the manufacturers will be careful not to overproduce. The higher price of the modules means the customers will purchase less. This will free up slots.

Research slots especially will be freed up, as so many blueprints are getting efficiency research into oblivion. I see some at over 1000 runs, even though there's no significant benefit past 25.

I do agree with making the costs dynamic, however. I think the higher the system security, the higher the base cost of production should be, and then it could change very gradually over time also by how many slots are being used, with an attempt to balance it to around 50-75% usage.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#62 - 2014-03-10 16:15:11 UTC
I can't help but think this would impact newer players more. Any industry character producing goods currently could absorb the increased cost into their work, but the added cost would simply keep newer players out of S&I for longer, and then force them to join a larger corp to remain competitive. I personally don't see an issue right now. If you are producing goods you already get time and materials bonuses from using a POS I thought?
Gizznitt Malikite
Agony Unleashed
Agony Empire
#63 - 2014-03-10 16:25:36 UTC
Corraidhin Farsaidh wrote:
I can't help but think this would impact newer players more. Any industry character producing goods currently could absorb the increased cost into their work, but the added cost would simply keep newer players out of S&I for longer, and then force them to join a larger corp to remain competitive. I personally don't see an issue right now. If you are producing goods you already get time and materials bonuses from using a POS I thought?


In general you produce 25% faster in a POS, and there are NO material bonuses. There are some rapid assembly arrays that build even faster, but have a material penalty!

If you are in highsec, there is very little reason to utilize a POS for manufacturing:
♦ Station slots are normally abundant and available unless you are very close to a trade hub.
♦ Stations had negligible line costs, whereas POS's have moderate fuel costs.

I don't want to punish the new manufacturer, and I've been racking my brain trying to find a non-abuse-able solution to not charge them the line rate, but alas haven't found one. In truth, I figured that a budding industrialist needs a fair amount of startup capital anyway, and that the line costs will be a small portion of this.


Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#64 - 2014-03-10 16:33:46 UTC
Thanks for the info, I am one of those budding S&I folks and to be honest the first thing I built was a medium control tower. I'm not going to complain about price increases if they affect everyone equally but am concerned it may stop or at least deter new player from trying this area.

Perhaps a better solution would be to allow players to rent out manufacture and research slots at POS. Then they could recoup some of the POS cost buy providing copy/research slots (you just know they would be snapped up) and would place more of the market into player control. Of course you always run the risk of losing jobs/materials if the POS gets shot down whereas the slower NPC slots would be better suited to the new players who can ill afford such losses.
Reaver Glitterstim
The Scope
Gallente Federation
#65 - 2014-03-10 16:35:54 UTC
Gizznitt Malikite wrote:
♦ Station slots are normally abundant and available unless you are very close to a trade hub.

It really depends where you are I think. I keep hearing people say that slots are abundant, but when I searched for slots, I searched 3 regions and found that two wouldn't have a slot available (of any kind) for over a week, and the third had 1-2 slots of some kinds available in lowsec but what I wanted wasn't available at all.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#66 - 2014-03-10 16:43:48 UTC
Reaver Glitterstim wrote:
Gizznitt Malikite wrote:
♦ Station slots are normally abundant and available unless you are very close to a trade hub.

It really depends where you are I think. I keep hearing people say that slots are abundant, but when I searched for slots, I searched 3 regions and found that two wouldn't have a slot available (of any kind) for over a week, and the third had 1-2 slots of some kinds available in lowsec but what I wanted wasn't available at all.


It really does depend on where you are as I have no problem finding free slots. I'd recommend keeping the S&I Installation tab open as you fly around and check each system you pass through to get a feel for the wait times, this serves me well as I explore or run missions
Gizznitt Malikite
Agony Unleashed
Agony Empire
#67 - 2014-03-10 16:47:08 UTC
Reaver Glitterstim wrote:
Gizznitt Malikite wrote:
♦ Station slots are normally abundant and available unless you are very close to a trade hub.

It really depends where you are I think. I keep hearing people say that slots are abundant, but when I searched for slots, I searched 3 regions and found that two wouldn't have a slot available (of any kind) for over a week, and the third had 1-2 slots of some kinds available in lowsec but what I wanted wasn't available at all.


My manufacturing base is 3 systems from a major trade hub, and has free slots 80% of the time. Only when I go into overdrive (and use 30 of them myself), do I run into queues. And even then there are usually other stations in the region that have slots available.

I know the Forge has lots of queues on their station services, but I think that's primarily from players willing to sacrifice productivity for convenience.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#68 - 2014-03-10 16:48:39 UTC
Corraidhin Farsaidh wrote:
Reaver Glitterstim wrote:
Gizznitt Malikite wrote:
♦ Station slots are normally abundant and available unless you are very close to a trade hub.

It really depends where you are I think. I keep hearing people say that slots are abundant, but when I searched for slots, I searched 3 regions and found that two wouldn't have a slot available (of any kind) for over a week, and the third had 1-2 slots of some kinds available in lowsec but what I wanted wasn't available at all.


It really does depend on where you are as I have no problem finding free slots. I'd recommend keeping the S&I Installation tab open as you fly around and check each system you pass through to get a feel for the wait times, this serves me well as I explore or run missions


You can change the range of the S&I window to show you all available S&I facilities within an entire region. Just enter a region and check out each station, you'll find some regions are heavily loaded, while others have tons and tons of free slots.
Bohneik Itohn
10.K
#69 - 2014-03-10 16:57:10 UTC
Corraidhin Farsaidh wrote:
I can't help but think this would impact newer players more. Any industry character producing goods currently could absorb the increased cost into their work, but the added cost would simply keep newer players out of S&I for longer, and then force them to join a larger corp to remain competitive. I personally don't see an issue right now. If you are producing goods you already get time and materials bonuses from using a POS I thought?



I don't. Majority of new S&I players I see focus on making things like ammunition. So long as people travel everywhere, ammunition can be sold everywhere, it's just a matter of time. However, if the ammunition being offered at trade hubs increases in price significantly because of transport and manufacture time, while it stays cheap out in the backwaters where new players are getting the best manufacturing costs (which are necessary because they don't have maxed manufacturing, trade or research skills, so their costs are immediately higher right now, no matter where they manufacture.) Then you'll start to see actual trade happening. Big mission runners will start buying their own ammo in bulk elsewhere and hauling it, or getting a corp member to pick it up in passing. Savvy haulers will start checking markets while they move around, and buy that ammo or whatever other product in bulk to take to a trade hub and undercut the current price because it's on their route anyways. This already happens to be sure, but on a very small scale compared to the amount of trading that happens in the systems surrounding hubs.

A lot of the issues that people have with the high sec economy right now revolve around the fact that there is a lot of assets concentrated in very small areas like the systems around trade hubs. This is a legitimate complaint, in my opinion, even though a lot of people would describe me as a high sec carebear. It's natural for wealth in an open economy to concentrate in areas, but not to this extent. Spreading even a small percentage of assets that is in the immediate area of the trade hubs out to the edges of high sec space will benefit everyone because trade will be more mobile as a whole.

Think about it like this: In reality we have (as a very basic example that doesn't cover anything remotely close to the full spectrum) people who live in Urban areas and people in Rural areas. People in Urban areas tend to have more liquid assets such as cash, investments and small trade goods such as precious metals and collectibles. In Rural areas a person with an equal income and asset pool is more likely to have hard assets which can not be easily traded such as real estate, manufacturing, agricultural and industry equipment, etc... Because of contraints such as space, time and convenience Urban dwellers have to concentrate their assets, whereas Rural dwellers often have a relative abundance of all of this when it comes to managing their assets.

Right now in Eve it's the opposite, and because of that Urban dwellers have the ability to collect both liquid and hard assets. NPC stations have no storage limit, they offer the most convenience and are located in areas that allow fast travel to other parts of the Eve universe. A POS is the exact opposite of all of this. We can't give POS's unlimited storage and can't allow them to be placed indiscriminately in high traffic areas for gameplay reasons, but we can encourage players to consider their convenience for other gameplay reasons by spreading out the concentration of hard assets.

There are a lot more details to this that I didn't go into, but frankly I'm getting bored with this subject.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

admiral root
Red Galaxy
#70 - 2014-03-10 17:10:45 UTC
Gizznitt Malikite wrote:
I know the Forge has lots of queues on their station services, but I think that's primarily from players willing to sacrifice productivity for convenience.


Yesterday there was a wait time of a little over 24 hours for a slot in Jita, which really is nothing considering it's the number 1 trade hub.

No, your rights end in optimal+2*falloff

Gizznitt Malikite
Agony Unleashed
Agony Empire
#71 - 2014-03-10 19:21:25 UTC
Bohneik Itohn wrote:
Corraidhin Farsaidh wrote:
I can't help but think this would impact newer players more. Any industry character producing goods currently could absorb the increased cost into their work, but the added cost would simply keep newer players out of S&I for longer, and then force them to join a larger corp to remain competitive. I personally don't see an issue right now. If you are producing goods you already get time and materials bonuses from using a POS I thought?



I don't. Majority of new S&I players I see focus on making things like ammunition. So long as people travel everywhere, ammunition can be sold everywhere, it's just a matter of time. However, if the ammunition being offered at trade hubs increases in price significantly because of transport and manufacture time, while it stays cheap out in the backwaters where new players are getting the best manufacturing costs (which are necessary because they don't have maxed manufacturing, trade or research skills, so their costs are immediately higher right now, no matter where they manufacture.) Then you'll start to see actual trade happening. Big mission runners will start buying their own ammo in bulk elsewhere and hauling it, or getting a corp member to pick it up in passing. Savvy haulers will start checking markets while they move around, and buy that ammo or whatever other product in bulk to take to a trade hub and undercut the current price because it's on their route anyways. This already happens to be sure, but on a very small scale compared to the amount of trading that happens in the systems surrounding hubs.

A lot of the issues that people have with the high sec economy right now revolve around the fact that there is a lot of assets concentrated in very small areas like the systems around trade hubs. This is a legitimate complaint, in my opinion, even though a lot of people would describe me as a high sec carebear. It's natural for wealth in an open economy to concentrate in areas, but not to this extent. Spreading even a small percentage of assets that is in the immediate area of the trade hubs out to the edges of high sec space will benefit everyone because trade will be more mobile as a whole.

Think about it like this: In reality we have (as a very basic example that doesn't cover anything remotely close to the full spectrum) people who live in Urban areas and people in Rural areas. People in Urban areas tend to have more liquid assets such as cash, investments and small trade goods such as precious metals and collectibles. In Rural areas a person with an equal income and asset pool is more likely to have hard assets which can not be easily traded such as real estate, manufacturing, agricultural and industry equipment, etc... Because of contraints such as space, time and convenience Urban dwellers have to concentrate their assets, whereas Rural dwellers often have a relative abundance of all of this when it comes to managing their assets.

Right now in Eve it's the opposite, and because of that Urban dwellers have the ability to collect both liquid and hard assets. NPC stations have no storage limit, they offer the most convenience and are located in areas that allow fast travel to other parts of the Eve universe. A POS is the exact opposite of all of this. We can't give POS's unlimited storage and can't allow them to be placed indiscriminately in high traffic areas for gameplay reasons, but we can encourage players to consider their convenience for other gameplay reasons by spreading out the concentration of hard assets.

There are a lot more details to this that I didn't go into, but frankly I'm getting bored with this subject.


This is an interesting insight that I haven't fully considered. Thank you!
Reaver Glitterstim
The Scope
Gallente Federation
#72 - 2014-03-10 19:42:04 UTC
Gizznitt Malikite wrote:
This is an interesting insight that I haven't fully considered. Thank you!

As with everything, Malcanis' Law still applies. What a lot of people don't seem to get, though, is that just because older players will get more net benefit doeesn't mean it doesn't benefit new players. I think this is a case in which new players will receive a greater proportional benefit, and that's a good thing.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Josh Cox
FC Build 'n Trade
#73 - 2014-03-10 20:43:26 UTC
As a guy who does highsec S&I, I am in support of a large fee increase, perhaps even on the scale of 200% across all NPC station slot types (manufacturing, research, etc). I'm also in agreement that part of the fee calculation should be determined by how busy a particular station is.

As an aside, I also think that the advanced ship assembly arrays should be treated like the rapid equipment arrays, in that a material penalty is paid for more rapid manufacturing. I don't believe that the current system where it costs more to build T2 ships in a POS than a station is good for the game.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#74 - 2014-03-10 21:15:42 UTC
Reaver Glitterstim wrote:
Gizznitt Malikite wrote:
This is an interesting insight that I haven't fully considered. Thank you!

As with everything, Malcanis' Law still applies. What a lot of people don't seem to get, though, is that just because older players will get more net benefit doeesn't mean it doesn't benefit new players. I think this is a case in which new players will receive a greater proportional benefit, and that's a good thing.


I don't understand why you are quoting Malcanis' Law:

Malcanis law wrote:
Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players.



I did not propose this on behalf of 'new players', and I even created a "Con's" section where I specifically mentioned this has the potential to be mildly detrimental to 'new players' by increasing the investment capital needed to get into manufacturing.

Are you referring to the response by others that "a byproduct of more S&I moving to POS's is that more lines become available perhaps for new players to utilize." I can see how this argument would be somewhat invalidated by Malcanis' law.



Anhenka
Native Freshfood
Minmatar Republic
#75 - 2014-03-10 21:28:25 UTC  |  Edited by: Anhenka
Gizznitt Malikite wrote:

I did not propose this on behalf of 'new players', and I even created a "Con's" section where I specifically mentioned this has the potential to be mildly detrimental to 'new players' by increasing the investment capital needed to get into manufacturing.

Are you referring to the response by others that "a byproduct of more S&I moving to POS's is that more lines become available perhaps for new players to utilize." I can see how this argument would be somewhat invalidated by Malcanis' law.


A manufacturer who cannot produce in a station at the same cost effectiveness that an older, POS owning player can produce at a POS is already in an inherently inferior position, where the extremely slim margins on most t1 items would result in station made products having a material+production cost+sales tax minimum profitable value higher than the POS made goods, resulting in an inability to at all compete with older players in a specific market.

This would have the effect of locking large sections of entry level manufacturing away from newer budding industrialists.

While his statement of Malcanis's Law was a poor choice, this is a change that would be of benifit to older established players, and of negative effect to new players, so It falls under the umbrella of the original "Malcanis Law" statement that was a more general observation that many changes benefit older players to the detriment of newer one, before other people people pared the saying down to the current form.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#76 - 2014-03-10 22:46:47 UTC  |  Edited by: Gizznitt Malikite
Anhenka wrote:
Gizznitt Malikite wrote:

I did not propose this on behalf of 'new players', and I even created a "Con's" section where I specifically mentioned this has the potential to be mildly detrimental to 'new players' by increasing the investment capital needed to get into manufacturing.

Are you referring to the response by others that "a byproduct of more S&I moving to POS's is that more lines become available perhaps for new players to utilize." I can see how this argument would be somewhat invalidated by Malcanis' law.


A manufacturer who cannot produce in a station at the same cost effectiveness that an older, POS owning player can produce at a POS is already in an inherently inferior position, where the extremely slim margins on most t1 items would result in station made products having a material+production cost+sales tax minimum profitable value higher than the POS made goods, resulting in an inability to at all compete with older players in a specific market.

This would have the effect of locking large sections of entry level manufacturing away from newer budding industrialists.

While his statement of Malcanis's Law was a poor choice, this is a change that would be of benifit to older established players, and of negative effect to new players, so It falls under the umbrella of the original "Malcanis Law" statement that was a more general observation that many changes benefit older players to the detriment of newer one, before other people people pared the saying down to the current form.


I feel your statement is flawed:

♦ Manufacturing in a POS should have benefits over manufacturing in a Station because it entails more risks and more effort. This change makes POS manufacturing more desirable than Station manufacturing, which it typically is NOT at the moment. It is a fallacy to call this "favoring older players", as it is favoring effort and risk, and player age isn't a factor.

♦ Ownership of a POS: You can say older players can setup a POS easier, and hence this is skewed towards benefiting older players, but I honestly think that's not entirely correct. A new player can create their own corporation and setup their own POS just like an older player. I had my own personal corp within days of starting EvE. Both the new and old players will typically have the exact same costs to do this, as they will both pay someone to get standings to anchor the POS (or they will both spend the same amount of time grinding missions to get standings which will build them some decent investment funds), they will pay the same POS fuel usage, and pay the same amount for the Tower. There is no inherent benefit for older players over younger players here.

♦ Operational Risk of the POS: More organized players will potentially have less risks in running the POS, because they can defend it easier. This is also not completely accurate. Older players may have more friends to defend themselves, but those friends are also security risks. Perhaps they will have an easier time fueling it, but this is highsec and I don't think that is true. Perhaps they will have more "knowledge" about operating the POS, but again they had to learn that information with the same effort a new player will learn that information (google and tutorials). Also, should organized players have some benefits over disorganized ones?

♦ Profit Margins: Assuming that a new player cannot get into the POS manufacturing quickly, you argue that a new player cannot make isk because the margins are too slim, and the station manufacturers won't be able to compete. To be frank, the profit margins on some items are currently too slim for new bros to compete because of "cheap" materials. In general though, there are many products where the margins are quite large, and the cost/item from the proposed station costs are practically negligible. These niches will continue to exist, and I don't see them all being cornered by "elder POS manufacturers".

With this change, while there are concrete benefits to POS manufacturing, there are still serious risks to do it too. I highly doubt that everyone will swap to POS's over stations, so I really don't believe your argument that this is unfair to new bros is legit. The biggest issue I foresee is that it increases the startup capital need to run a manufacturing operation, but I don't believe it is an insurmountable obstacle.
LtCol Laurentius
The Imperial Sardaukar
#77 - 2014-03-10 22:54:33 UTC  |  Edited by: LtCol Laurentius
Anhenka wrote:
Gizznitt Malikite wrote:

I did not propose this on behalf of 'new players', and I even created a "Con's" section where I specifically mentioned this has the potential to be mildly detrimental to 'new players' by increasing the investment capital needed to get into manufacturing.

Are you referring to the response by others that "a byproduct of more S&I moving to POS's is that more lines become available perhaps for new players to utilize." I can see how this argument would be somewhat invalidated by Malcanis' law.


A manufacturer who cannot produce in a station at the same cost effectiveness that an older, POS owning player can produce at a POS is already in an inherently inferior position, where the extremely slim margins on most t1 items would result in station made products having a material+production cost+sales tax minimum profitable value higher than the POS made goods, resulting in an inability to at all compete with older players in a specific market.

This would have the effect of locking large sections of entry level manufacturing away from newer budding industrialists.

While his statement of Malcanis's Law was a poor choice, this is a change that would be of benifit to older established players, and of negative effect to new players, so It falls under the umbrella of the original "Malcanis Law" statement that was a more general observation that many changes benefit older players to the detriment of newer one, before other people people pared the saying down to the current form.



Meh. POS owners don't waste time producing most T1 items for slim profit margins anyway. Its really not cost-effective. If u go POS u go T2 or T3 (except maybe the occasional capital rig build job or other low volume product).
Anhenka
Native Freshfood
Minmatar Republic
#78 - 2014-03-10 23:29:50 UTC
LtCol Laurentius wrote:
Meh. POS owners don't waste time producing most T1 items for slim profit margins anyway. Its really not cost-effective. If u go POS u go T2 or T3 (except maybe the occasional capital rig build job or other low volume product).


Under the current system yeah.

But if station lines were a significant part of the cost of an item (significant can mean only a few % when you are talking margins), and you could halve that cost by using a POS, even with fuel requirements, then a much higher amount of production would shiift over to POS's in order to maintain a market competitive production process.

Let's take equipment assembly arrays as a general example. You can shove 40 equipment assembly arrays onto a Minmatar Large. 6 Manufacturing slots, .75 time modifier, that's 320 Slots, 430 mil a month in fuel, 1.35 mil per month per line for up to continuous operation 24/7.

Compared to a station with 33300 isk/hr/slot, operating 320 slots for that period would cost you around 10.65 mil an hour, or 7.93 Bil a month. Compared to 430 Mil.

Obviously, this is a rather extreme situation, as it relies upon assumptions like cheap current fuel prices, and assuming total up-time on all slots in both situations, but I assume it's enough to illustrate the purpose. For mass scale production, those with POS's gain an extremely high discount in the per line cost of manufacturing over time, allowing them to sell their goods at a lower price range than those without.

Obviously this is an absurd situation to expect 40 arrays running at once 24/7, but it remains profitable down to the point of a couple arrays and a couple labs on a small POS.

"But Anhenka" you say, "This looks like it supports the OP's ideas."

"I guess" I'd respond, "But the POS manufacturing UI is a complete shitsack, and I'd really hate for it to be a requirement for up and coming industrialists to deal with in order to stay competetive."

So -1 until such time as the UI gets majorly smoothed out, with arrays being able to draw from CHA's or other mass storage, the UI cleaned up so it's easier and more obvious as to what's being installed where/for how long/etc.

I'm not going to bother arguing the point about new player vs old player benifit, as there is a decent amount of subjectivity in this case, but I think we can all agree the UI system, the tabs, and where stuff is drawn from/placed before/after manufacturing to be in major need of an overhaul before any change like this.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#79 - 2014-03-10 23:51:08 UTC
Anhenka wrote:
LtCol Laurentius wrote:
Meh. POS owners don't waste time producing most T1 items for slim profit margins anyway. Its really not cost-effective. If u go POS u go T2 or T3 (except maybe the occasional capital rig build job or other low volume product).


Under the current system yeah.

But if station lines were a significant part of the cost of an item (significant can mean only a few % when you are talking margins), and you could halve that cost by using a POS, even with fuel requirements, then a much higher amount of production would shiift over to POS's in order to maintain a market competitive production process.

Let's take equipment assembly arrays as a general example. You can shove 40 equipment assembly arrays onto a Minmatar Large. 6 Manufacturing slots, .75 time modifier, that's 320 Slots, 430 mil a month in fuel, 1.35 mil per month per line for up to continuous operation 24/7.

Compared to a station with 33300 isk/hr/slot, operating 320 slots for that period would cost you around 10.65 mil an hour, or 7.93 Bil a month. Compared to 430 Mil.

Obviously, this is a rather extreme situation, as it relies upon assumptions like cheap current fuel prices, and assuming total up-time on all slots in both situations, but I assume it's enough to illustrate the purpose. For mass scale production, those with POS's gain an extremely high discount in the per line cost of manufacturing over time, allowing them to sell their goods at a lower price range than those without.

Obviously this is an absurd situation to expect 40 arrays running at once 24/7, but it remains profitable down to the point of a couple arrays and a couple labs on a small POS.



You can't stop a MFG job without losing all the materials in the job. This means if you are wardecced, there is quite likely loot to be collected from a MFG POS, thereby encouraging people to attack it. While a small POS can be configured to serve 2 or so players, doing so will result in it having very poor defenses, and becoming a loot pinata. The price point I suggested may seem too high, but I figured it is probably about right for a conservative POS operation with proper defenses.

Anhenka wrote:

"But Anhenka" you say, "This looks like it supports the OP's ideas."

"I guess" I'd respond, "But the POS manufacturing UI is a complete shitsack, and I'd really hate for it to be a requirement for up and coming industrialists to deal with in order to stay competetive."

So -1 until such time as the UI gets majorly smoothed out, with arrays being able to draw from CHA's or other mass storage, the UI cleaned up so it's easier and more obvious as to what's being installed where/for how long/etc.


I consider this your most valid and important point:

Fixing the POS UI should be a high priority when we encourage players to utilize POS S&I. I would like to see any POS hangar, including the personal hangar, be a valid target for MFG Input/Output. I have a feeling addressing the POS UI will come in the next major expansion or two, and when it comes, I'd like to see this change implemented to encourage POS usage over station usage.

Anhenka wrote:

I'm not going to bother arguing the point about new player vs old player benifit, as there is a decent amount of subjectivity in this case, but I think we can all agree the UI system, the tabs, and where stuff is drawn from/placed before/after manufacturing to be in major need of an overhaul before any change like this.


I still think the change is a very good idea, but definitely see the unpleasantness in dealing with the POS UI. Fixing the UI should be a high priority.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#80 - 2014-03-11 15:45:19 UTC

The three biggest cons suggested in this thread:

1.) The POS MFG UI sucks, and encouraging players to use it is a bad idea unless it gets a revamp.

2.) The profit margins on items are pretty slim, and this change may destroy the ability of a POS-less character to compete. (To be frank, I think that is a completely acceptable outcome, as long as there are many items which still remain viable construction options).

3.) This increases the investment required to start seriously manufacturing, and that may be a hindrance to new players.