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Dev Blog: Team Up: Industry Work Teams

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virm pasuul
Imperial Academy
Amarr Empire
#81 - 2014-04-30 12:59:32 UTC
Each team has four members, and each member has a specialty. The specialty can be broad, but with less bonus (for example Ship – Small Class) or narrow and bigger bonus (like Ship – Frigate). Team members cannot have the same specialty.

Does "Team members cannot have the same specialty." mean specialty can overlap if slightly different or not ?
e.g.
Using your example could one team have two members :
1st having - Ship – Small Class
2nd having - Ship – Frigate

and these two overlapping ( but not exactly the same ) specialties would both apply to someone manufacturing frigates at the same time?
Seith Kali
Caldari Provisions
Caldari State
#82 - 2014-04-30 13:00:02 UTC  |  Edited by: Seith Kali
It depends, with so many being spawned at such a rate and only so many possible combinations we may find the major centres actually have a decent spread of most the decent teams all the time. Dodixie may only have a 8% assault frig team and Jita a 9% one but the difference is pretty immaterial. I'll run the math on combinations/spawn rate when I get home.

Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege. 

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#83 - 2014-04-30 13:04:28 UTC
Will there be an option to create teams for your own use through your PI (effectively university scholarships and the like)?
virm pasuul
Imperial Academy
Amarr Empire
#84 - 2014-04-30 13:04:34 UTC
Are we going to see any player Eve skills based around teams?

e.g. Team Relations - boosts team member specialization bonuses by 10% per level
so a team that gave a 5% bonus would give a 7.5% bonus at skill level 5?

Numbers etc... only an example not a proposal. My question is will there be Eve skills related to this?
handige harrie
Vereenigde Handels Compagnie
#85 - 2014-04-30 13:06:16 UTC
If teams have a minimum cost per Jump and teams can be used in Wormholes, how are bids from WH's calculated?

Baddest poster ever

Gamer4liff
Deep Core Mining Inc.
Caldari State
#86 - 2014-04-30 13:07:08 UTC  |  Edited by: Gamer4liff
CCP SoniClover wrote:
Quintessen wrote:
Two major concerns:

1) How is this not simply going to go to whomever has the most coordinated effort to attract them and who already has the most money (major null-sec alliances).

2) When a team arrives people will likely shift production to their specialties for that system? How is that not likely to produce an oversupply for all involved meaning that using a team actually means less profit and not more? One of my first instincts is going to be seeing if using teams actually hurts a local system.


Valid concerns, the way to aim to address both is by having a lot of teams active. As there are only so many teams you need, lots of teams mean more people have access to them.


I think you underestimate how much people will spend just to salt the earth and keep the good teams away from competitors, or just 'cause. 7.5% ME is no trivial matter.

If there are no factors creating an upper bound on how many teams can be in a system, there's a real high chance of an undue clustering.

Something that might help counteract this is turning the 10,000 isk per jump fee exponential, increasing the further away the team is starting from, and having that relocation fee subtracted from the total bid count for a system's total bid. It should have a higher starting point too, 10,000 isk is hardly a rounding error. It should also be ensured that teams spawn in 0.0 systems more than empire systems because 0.0 is considerably more widespread.

This is certainly an interesting proposed system, I'll say that much, but it's fighting directly against the previous POS-manufacturing paradigm, where people were rewarded by staying put, and did not need to count on anybody else (at least in empire, obviously). You should expect a lot of resistance to this from cottage industry manufacturers in underutilized systems unless a way can be found to ensure they can secure teams too.

Also yeah, the person who sets out isk needs some sort of increased tangible benefit, something like a reduction in the % team cost per job up to a 20%-30% ceiling based on what % of the isk contribution a character made to secure the agent.

A comprehensive proposal for balancing T2 Production: here

Green Gambit
Blue Republic
RvB - BLUE Republic
#87 - 2014-04-30 13:07:10 UTC
Liner Xiandra wrote:

Some of these variables can be controlled, but all together these will put any pricing predictions up in the air; how am I to determine that whatever I am building, is not going to be sitting in my hanger for the next 2 months because market prices swung?


Apply some actual skill and knowledge into the game?

The biggest problem with industry in Eve at the moment is that it's been reduced to click buttons in spreadsheet/app -> install jobs that you're told are most profitable.

The best thing coming out of the game changes is the industrial landscape will be constantly changing - giving the real industrialists who know their markets the possibility of making huge profits.
Patri Andari
Thukker Tribe Antiquities Importer
#88 - 2014-04-30 13:07:27 UTC
Abrazzar wrote:
Are there any plans to bring standings, both faction and corporation based into the system? Tax reduction? Faction Teams? Carthum Inventors? Anything like that? Is there anything at all planned for standings or are they made more and more obsolete?


+1

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

DEFANDER
CSV - Like in politics - rules apply differently
#89 - 2014-04-30 13:08:04 UTC
handige harrie wrote:
If teams have a minimum cost per Jump and teams can be used in Wormholes, how are bids from WH's calculated?


Closest wh entrance at the moment you bid.

Or the team have a special Super Ship they use to instantly travel across the universe.
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#90 - 2014-04-30 13:08:20 UTC
I'm still curious about how exactly teams might be generated.

I really like the idea that certain space (or even NPC corporations) could be the genesis of certain teams with specialties.

Then connecting LP store activity or agent activity to team generation with a bit of visibility could be interesting.

Research/School NPC corp stations could generate better research teams.

Industry/mining/manufacturing NPC corp stations wold generate better ME/TE module/rig teams.

Military NPC corps may focus on racial turret/hull specialty teams.

Players could then basically perform labor with an agent that then results in a new/additional team forming outside of the normal spawn cycle (do 100k LP worth of work for x faction and get a team).

Then something could be tied to the team quality being produced. The higher average standing of agent used to complete a mission, the higher the chance of a good team being made.
CCP SoniClover
C C P
C C P Alliance
#91 - 2014-04-30 13:10:09 UTC
virm pasuul wrote:
Each team has four members, and each member has a specialty. The specialty can be broad, but with less bonus (for example Ship – Small Class) or narrow and bigger bonus (like Ship – Frigate). Team members cannot have the same specialty.

Does "Team members cannot have the same specialty." mean specialty can overlap if slightly different or not ?
e.g.
Using your example could one team have two members :
1st having - Ship – Small Class
2nd having - Ship – Frigate

and these two overlapping ( but not exactly the same ) specialties would both apply to someone manufacturing frigates at the same time?


Yes, the example you give is possible (and even quite likely). In this case, the bonuses are cumulative when using this team to manufacture a frigate. The maximum possible bonus is 7.5% to ME or 15% to TE (as the max bonus for a broad specialty is 2.5% ME/5% TE, double that for narrow specialty).
CCP SoniClover
C C P
C C P Alliance
#92 - 2014-04-30 13:10:59 UTC
virm pasuul wrote:
Are we going to see any player Eve skills based around teams?

e.g. Team Relations - boosts team member specialization bonuses by 10% per level
so a team that gave a 5% bonus would give a 7.5% bonus at skill level 5?

Numbers etc... only an example not a proposal. My question is will there be Eve skills related to this?


We're not planning any at this moment. Might add later if we feel the need.
CCP SoniClover
C C P
C C P Alliance
#93 - 2014-04-30 13:11:28 UTC
Corraidhin Farsaidh wrote:
Will there be an option to create teams for your own use through your PI (effectively university scholarships and the like)?


This is one of the things we might add in the future.
CCP SoniClover
C C P
C C P Alliance
#94 - 2014-04-30 13:11:55 UTC
handige harrie wrote:
If teams have a minimum cost per Jump and teams can be used in Wormholes, how are bids from WH's calculated?


They're assumed to have a fixed jump distance of 50.
Max Kolonko
Caldari Provisions
Caldari State
#95 - 2014-04-30 13:12:11 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).



What about bidding from wormholes? There is no jump range to home system.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#96 - 2014-04-30 13:12:21 UTC
Just a thought but isn;t null industry already clumped around very few outposts? Doesn't this make it very easy for the industrialists there to chip in small amounts that aggregate and guarantee the best teams (therefore best profits)? This pushes more S&I advantage into null i would think?
CCP SoniClover
C C P
C C P Alliance
#97 - 2014-04-30 13:14:05 UTC
Patri Andari wrote:
Abrazzar wrote:
Are there any plans to bring standings, both faction and corporation based into the system? Tax reduction? Faction Teams? Carthum Inventors? Anything like that? Is there anything at all planned for standings or are they made more and more obsolete?


+1


We've discussed having racial differences in teams, if we go for something like that standing can be added into it as well. But that is a future discussion, we're not aiming for this in the summer release.
Shilalasar
Dead Sky Inc.
#98 - 2014-04-30 13:14:10 UTC
Ermm, so 10k Isk per jump, that´s how many billions for a WH?

Teams will also be a no-go for wormholers since having one is like a big sign "please invade me, I have lots of productionproducts around"

Will there be bonused teams for Supercapproduction?

And there really should be a hardcap for the amount of team per system, otherwise they will just get stacked to hell in a handful systems in Sov-0.0 and high.

Overall a bit disappointed with the entire teamconcept, it doesn´t seem to be really fun but just a bonus for rich groups and shanking everyone else.
Weaselior
GoonWaffe
Goonswarm Federation
#99 - 2014-04-30 13:14:33 UTC
What are the sort of broad/narrow specialties when it comes to non-ships (or are ships the only thing that teams boost)? How narrow or broad are they (e.g. is narrow like "small lasers", "lasers" or "mega beam laser IIs only" and is broad like "mods", "armor mods" or "active armor taking mods")?

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Johann Rascali
The Milkmen
Pandemic Horde
#100 - 2014-04-30 13:15:27 UTC
I love the idea of specializing teams based on their local proficiencies and encourage its implementation in the future. It could cause nice lore-based changes (which I generally welcome) such as making drones cost less in Gallente space. That in turn would probably spur more import and export of finished goods.

Blanking signatures doesn't seem to work, so this is here.