These forums have been archived and are now read-only.

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

Jita Park Speakers Corner

 
  • Topic is locked indefinitely.
 

Suggestion for better/easier contracts, for getting fitted ships.

Author
Tian Toralen
State War Academy
Caldari State
#1 - 2014-03-20 18:31:18 UTC  |  Edited by: Tian Toralen
It's hard to find each component I need for a fit - when I'm not in Jita. What if I need to fit 5 identical ships?

Contracts that contain fitted ships, or just the ships and the fittings they need exist. I have this suggestion for making them easier to read.

Suggestion: A new way of creating contracts and a new type of contract, called "Fitted ships" contract. It has a little box named "Fitted ships" that can be checked by the creator of the contract.

If someone creates such a contract, it must obligatory contain a ship+modules. The game does not need to check if the modules fit the ship or not. The ship can be already fitted or packaged and the modules beside it.
If the contract contains more than one ship, it will obligatory contain the same modules for each ship. When creating the contract, the creator drags the ship to one box, the modules to another, then specifies a number in another box for example x10, x100, and the ship and module boxes get filled with items from his inventory, with correct numbers.

What's new? When the buyer checks this "Fitted ships" contract, a fitting window opens, presenting the ship and modules fitted if the ship is already fitted. Red modules - the buyer cannot use. And a number near it saying x10, x100 etc.

If it's not already fitted, the game does not try to present the ship as fitted (too complex, depends on the skills of the buyer, it's hard to choose what modules to fit first if the seller put the wrong modules in), the buyer just sees the ship and the list of modules near it, this list would look like the list I get when browsing saved fits. And the x number near the window, so the buyer knows he gets x5 of the ship and x5 of all the modules listed. The ones the buyer can't use are red, also there could be a warning if a module has nothing to do with the ship or cannot be fitted even with perfect skills - like a 100mn AB to a frigate. And there could be some indication - to show if the buyer can fit the ship. A button that says "Suggest fit" and the game tries to present a fit of the ship using his skills.

This is a better, more visible way to present the contracts and the buyer knows exactly what he gets, and if he gets all that he needs in the right numbers. It could work even easier as a buy contract, where a buyer creates such a contract, specifies a ship and modules times x he needs and the supplier does not need to check the fit.

That's how I picture an easy EVE contract.
Or, there could even be a category in the market window, called "Fitted ships".
Heinel Sidewind
Power-Hug Training Bootcamp
#2 - 2014-03-22 10:43:46 UTC  |  Edited by: Heinel Sidewind
Oh. My. God.

I could go on and on about this topic, but seriously, even just the contract confirmation list is better than the abominable table with bright colors and not enough contrast that we're using right now.

The list that looks like this:

Ship
- Module 1
- Module 2
- Module 3

...

Not that weird grey box.

Another thing is that currently all fitted ship contracts look like this in the listing:

[Multiple Items]
[Multiple Items]
[Multiple Items]
[Multiple Items]
[Multiple Items]

It needs to show the comments the contractor has put in.
Tian Toralen
State War Academy
Caldari State
#3 - 2014-04-03 06:25:32 UTC  |  Edited by: Tian Toralen
More suggestions:

- Contracting items from a station hangar, I have a hangar named "for sale" where I place stuff I want to sell. I want to be able to contract it directly to my hauler alt, from the container

- When a manufacturing job is finished it should be delivered directly to the hangar where it has been manufactured, so I don't need to fly back to it to deliver it, just so I can contract it to my hauler.

I do very little manufacturing, only when I find a blueprint with exploration and I calculate it's more profit to manufacture the items. So I set up this manufacturing somewhere, then leave. Then instead of having it delivered to the hangar so I can contract it to the hauler - I need to get back there.