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New T2 Module Production Time?

Author
Brock Nelson
#1 - 2011-11-30 06:16:31 UTC
I had just thrown Warp Disruption Field Generator II into production from an invented bpc and the production time is (in my opinion) too fast.

It takes 1 hour and 20 minutes to produce 1 Warp Disruption Field Generator II

Compared to 2 hours and 40 minutes to produce 1 Damage Control II
Compared to 5 hours and 36 minutes to produce 1 Mega Pulse Laser II

It's too fast. My argument is this

If a DC2 cost 380k to build and takes 2.75 hours to build 1
If a Mega Pulse Laser II cost 2.4m to build and takes 5.6 hours to build 1
A Warp Disruption Field Generator is estimated 3.5m to build, so it should take longer than Mega Pulse Laser II to build.

I haven't had the chance to build any other new T2 modules but I would think that there are similar issue.

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Bloody Wench
#2 - 2011-11-30 06:47:04 UTC
Perhaps it would be more prudent to argue that the Mega Pulse is taking far too long?

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Brock Nelson
#3 - 2011-11-30 06:54:12 UTC  |  Edited by: Brock Nelson
Arguably, inventing and building 1 Mega Pulse II is more profitable than 1 Damage Control II. Wouldn't an increased production time for Mega Pulse be approporiate to ensure that the profitabily of building and selling x number of Mega Pulse II in y time be same as z number of Damage Control II in y time?

Edit: I dunno what I was smoking when I said that ^. Regardless, there's a correlation between production time and the cost to build the module. The new t2 modules doesn't show that same correlation as other older t2 modules.

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Akita T
Caldari Navy Volunteer Task Force
#4 - 2011-11-30 07:00:21 UTC  |  Edited by: Akita T
Well, no idea about you, but I always felt that MANUFACTURE times on T2 mods were too high but INVENTION times on T2 mods were way too low... switching total time from the manufacture step to the invention step (NOT the copy step, just the invention one) sounds like a good idea to me.
So...
How long are the invention times on these new mods ?
Brock Nelson
#5 - 2011-11-30 07:01:46 UTC
Akita T wrote:
Well, no idea about you, but I always felt that MANUFACTURE times on T2 mods were too high but INVENTION times on T2 mods were way too low... switching total time from the manufacture step to the invention step (NOT the copy step, just the invention one) sounds like a good idea to me.
So...
How long are the invention times on these new mods ?


Invention time is same as any other.

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Brock Nelson
#6 - 2011-11-30 07:13:40 UTC
Ok Micro Auxiliary Power Core II takes 48 minutes to build and cost roughly the same as Damage Control II.

Yet another t2 module that is too fast to build?

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Akita T
Caldari Navy Volunteer Task Force
#7 - 2011-11-30 07:41:47 UTC
Brock Nelson wrote:
Invention time is same as any other.

Bleh.
Sturmwolke
#8 - 2011-11-30 07:59:10 UTC
Akita T wrote:
Well, no idea about you, but I always felt that MANUFACTURE times on T2 mods were too high but INVENTION times on T2 mods were way too low..


Ugh ... no, you'd be swapping bottleneck from manufacturing to invention. Now of course you're aware that training up an invention char/alt that can invent everything takes a considerable amount of SP ... looking at it from one perspective. I'd rather have dozens manufacturing char/alts (which synergizes very well when you include T1 prod into the equation) thank you very much. Smile


As per OP, I'd tend to generally agree that it's too fast. It can be both a boon or a bane, depending on how popular the item is.
Take for example Cloak inventions - it has a massive pain in the ass production lag time, consequently, only the macho folks do it.
Brock Nelson
#9 - 2011-11-30 13:43:43 UTC
I think the reduced time removes the bottleneck that's in Invention - > Production. That's always been part of invention and one of the few industry "problem" that challenges the player to find a solution to overcome that bottleneck. You take away that problem, you're just making invention -> production -> market process less challenging

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Shayla Sh'inlux
Aliastra
Gallente Federation
#10 - 2011-11-30 14:25:14 UTC
How's training a production alt a challenging solution to come up with?
Brock Nelson
#11 - 2011-12-01 02:12:18 UTC
Is that relevant to the discussion?

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