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Dev Blog: Team Up: Industry Work Teams

First post First post First post
Author
CCP Eterne
C C P
C C P Alliance
#1 - 2014-04-30 11:35:56 UTC  |  Edited by: CCP Phantom
The next in our line of Industry-focused dev blogs for the summer release takes a look at Industry Work Teams. These teams will become important parts of the new system, determining how efficient your industry works. Learn all about how to recruit and exploit these work teams in the newest dev blog from CCP SoniClover.

EVE Online/DUST 514 Community Representative ※ EVE Illuminati ※ Fiction Adept

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Omnathious Deninard
University of Caille
Gallente Federation
#2 - 2014-04-30 11:37:14 UTC
First again, looks like the last one is finally here.

If you don't follow the rules, neither will I.

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#3 - 2014-04-30 11:40:15 UTC  |  Edited by: ChromeStriker
ooo oo o o o o ooooooo

Edit:

So to be clear... A system can have any number of "Teams"? and these are drawn from a global pool?

No Worries

Omnathious Deninard
University of Caille
Gallente Federation
#4 - 2014-04-30 11:45:42 UTC
Hmmm, I'm not sure how I feel about this and the job instillation cost changes. They give the vibe they are nothing more than elaborate isk sinks.

If you don't follow the rules, neither will I.

Kendra Zane
Working From Home
#5 - 2014-04-30 11:47:51 UTC  |  Edited by: Kendra Zane
It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.

I do like the idea of team creation being a PI activity.

How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?

EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system.
Harvey James
The Sengoku Legacy
#6 - 2014-04-30 11:50:10 UTC
mm.. from farming animals in PI to humans m... slave trading Evil

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

BadAssMcKill
Aliastra
#7 - 2014-04-30 11:51:43 UTC
l 0 l
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#8 - 2014-04-30 11:52:49 UTC
Nice!
Gilbaron
The Scope
Gallente Federation
#9 - 2014-04-30 11:52:52 UTC
And I thought teams would be a way to pool my alts so that I don't have to log in another character to start jobs :D


I need to get some math running and I need to know a bit more about the seeding and likelyness of actually finding a good team, however, this looks like an interesting addition.

One more thing: NPC seeding is always boring. Fix that ASAP.
Colonel STFU
The Shocker Inc.
#10 - 2014-04-30 11:55:35 UTC
Harvey James wrote:
mm.. from farming animals in PI to humans m... slave trading Evil


Yea, welcome to life as a consulting contractor.

CCP SoniClover
C C P
C C P Alliance
#11 - 2014-04-30 11:55:38 UTC
ChromeStriker wrote:
ooo oo o o o o ooooooo

Edit:

So to be clear... A system can have any number of "Teams"? and these are drawn from a global pool?


There is no limit to the number of teams a system can have. There is no limit to how many jobs the team can be used on (either in parallel or in sequence). The pool is global.
Nalha Saldana
Aliastra
Gallente Federation
#12 - 2014-04-30 11:56:45 UTC
Is there a minimum markup when bidding on a team?
And if so is it % or fixed value?
CCP SoniClover
C C P
C C P Alliance
#13 - 2014-04-30 11:58:35 UTC
Kendra Zane wrote:
It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.

I do like the idea of team creation being a PI activity.

How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?

EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system.


The total number of teams is determined by how fast they are seeded. We will adjust this number based on usage and on how many different teams we have (for instance the seeding will speed up when we add invention teams). Currently it is around six teams per hour.
Medalyn Isis
Doomheim
#14 - 2014-04-30 11:58:37 UTC
So, how many teams will be seeded onto the global market? That is going to be quite an important variable.

Also I am not sure about this minimum bid system based upon distance from the team, I don't see how that will serve any purpose.

Overall, I very much like the team system though. Sounds interesting.
Medalyn Isis
Doomheim
#15 - 2014-04-30 11:59:57 UTC
Also I would consider teams lasting more than a month, I think 3 months would be more suitable. 1 month is nothing when you are making even short term industry decisions.
CCP SoniClover
C C P
C C P Alliance
#16 - 2014-04-30 12:00:09 UTC
Nalha Saldana wrote:
Is there a minimum markup when bidding on a team?
And if so is it % or fixed value?


The minimum is based on the distance between the team's home system and the system you're bidding for. The current numbers are 10,000 ISK per jump (this is easily adjustable).
Nalha Saldana
Aliastra
Gallente Federation
#17 - 2014-04-30 12:01:26 UTC
CCP SoniClover wrote:
Nalha Saldana wrote:
Is there a minimum markup when bidding on a team?
And if so is it % or fixed value?


The minimum is based on the distance between the team's home system and the system you're bidding for. The current numbers are 10,000 ISK per jump (this is easily adjustable).


I was more thinking about outbidding each other, don't want it to turn into a 0.01 isk war.
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#18 - 2014-04-30 12:01:51 UTC
I guess since teams can be used for POS/wormhole work, they can be summoned in systems where there isn't a station service for their respective specialty?
Aziesta
Binal Extensions
Xagenic Freymvork
#19 - 2014-04-30 12:02:56 UTC
Oh man. All these additional variable costs. My spreadsheets are going to need some serious love.
CCP SoniClover
C C P
C C P Alliance
#20 - 2014-04-30 12:03:03 UTC
Medalyn Isis wrote:
Also I would consider teams lasting more than a month, I think 3 months would be more suitable. 1 month is nothing when you are making even short term industry decisions.


4 weeks may be too short. That's the number we're working with right now, but it can be adjusted of course if the need arises. We have to be mindful of several different things here, for instance the longer a team stays in a system the more people will be compelled to move to that system and we are wary of encouraging nomadic behavior too much.
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