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[Summer 2014] Starbase tweaks

First post First post
Author
Korthan Doshu
Doomheim
#161 - 2014-05-06 17:10:08 UTC
Marsan wrote:
PS- Also it's a horrible idea to have a structure solely for researching BPOs. Anchoring a Research Lab is basically saying I have a BPO in the POS please siege me.


This. Make MLs do something like ME/copy and AMLs something like PE/invent or MLs are going to collapse.

Hyasyodas are also kinda bad on this system.
CCP Ytterbium
C C P
C C P Alliance
#162 - 2014-05-06 17:19:35 UTC
TheMercenaryKing wrote:
Since you guys were trying to make Industry look better and smoother around the edges:

Why not make it so the POS Mods say " Y% Reduction " instead of " Multiplier of X ".

It's not so much that people cant do math, but more of consistency between everything in EVE. I think these mods are like one of the few, if anything else, bonuses that are displayed this way.


Good point, we'll change the description to be more consistent with ship bonuses.
LHA Tarawa
Pator Tech School
Minmatar Republic
#163 - 2014-05-06 17:28:09 UTC  |  Edited by: LHA Tarawa
Marsan wrote:
Honestly I don't see how these changes make me want to use a POS to research or copy a BPO. On one hand I have a station which I just haul the BPOs to and click a few times to research in total safety. On the other hand I have the POS which I have to:

- Buy a POS
- Buy labs
- Buy defences
- Find an unused moon
- Create an alt corp (because Lords know I won't risk a corp with anyone but me)
- Haul my POS, and modules there
- Setup POS
- Setup defenses
- Setup labs
- Do my carpel tunnel exercises
- Start BPO research
- Login daily to insure I haven't been war deced


Sure it in theory costs less isk and takes less in game time, but personally I work for a living, have a spouse, hobbies, and the rest. I care less about in game time or isk than fun, and my time. Given the above effort I'd much take the isk hit, and in game time hit. Also I'd argue that the time and effort to setup and maintain a research POS would give better returns invested market trading, running FW sites or heck even running a l4 missions. That doesn't even factor in the risk of losing the BPO.

PS- Also it's a horrible idea to have a structure solely for researching BPOs. Anchoring a Research Lab is basically saying I have a BPO in the POS please siege me.

PPS- Sure You might argue that I'd don't need to setup my own corp and POS, but then you've really dealt with security in a POS.


Except that when you figure in fuel, NO WAY does it cost less.

Let's say the cost in station is 7% of 2% of what is produced and we're researching a BPO that produces a capital that is worth 1 billion ISK. 1B *.07*.02= 1.4 million. I'd have to run 75 such jobs per month to pay for the 100 million iSK a month fuel cost of a SMALL POS, and 4 times that many to justify a large POS.

If we're researching battleship BPOs, which produce something worth 100 million, * 7% * 2% = 140K, or 750 such jobs to pay for the fuel of a small POS.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#164 - 2014-05-06 17:46:47 UTC
CCP Ytterbium wrote:
TheMercenaryKing wrote:
Since you guys were trying to make Industry look better and smoother around the edges:

Why not make it so the POS Mods say " Y% Reduction " instead of " Multiplier of X ".

It's not so much that people cant do math, but more of consistency between everything in EVE. I think these mods are like one of the few, if anything else, bonuses that are displayed this way.


Good point, we'll change the description to be more consistent with ship bonuses.

Consistency!!
Argh my liver!
TheMercenaryKing
Collapsed Out
Pandemic Legion
#165 - 2014-05-06 17:47:45 UTC
CCP Ytterbium wrote:
TheMercenaryKing wrote:
Since you guys were trying to make Industry look better and smoother around the edges:

Why not make it so the POS Mods say " Y% Reduction " instead of " Multiplier of X ".

It's not so much that people cant do math, but more of consistency between everything in EVE. I think these mods are like one of the few, if anything else, bonuses that are displayed this way.


Good point, we'll change the description to be more consistent with ship bonuses.


Oh my god, CCP actually took one of my ideas and directly quoted me.
Uncle Shrimpa
Lap Dancers
Brothers of Tangra
#166 - 2014-05-06 17:48:41 UTC
LHA Tarawa wrote:
Marsan wrote:
Honestly I don't see how these changes make me want to use a POS to research or copy a BPO. On one hand I have a station which I just haul the BPOs to and click a few times to research in total safety. On the other hand I have the POS which I have to:

- Buy a POS
- Buy labs
- Buy defences
- Find an unused moon
- Create an alt corp (because Lords know I won't risk a corp with anyone but me)
- Haul my POS, and modules there
- Setup POS
- Setup defenses
- Setup labs
- Do my carpel tunnel exercises
- Start BPO research
- Login daily to insure I haven't been war deced


Sure it in theory costs less isk and takes less in game time, but personally I work for a living, have a spouse, hobbies, and the rest. I care less about in game time or isk than fun, and my time. Given the above effort I'd much take the isk hit, and in game time hit. Also I'd argue that the time and effort to setup and maintain a research POS would give better returns invested market trading, running FW sites or heck even running a l4 missions. That doesn't even factor in the risk of losing the BPO.

PS- Also it's a horrible idea to have a structure solely for researching BPOs. Anchoring a Research Lab is basically saying I have a BPO in the POS please siege me.

PPS- Sure You might argue that I'd don't need to setup my own corp and POS, but then you've really dealt with security in a POS.


Except that when you figure in fuel, NO WAY does it cost less.

Let's say the cost in station is 7% of 2% of what is produced and we're researching a BPO that produces a capital that is worth 1 billion ISK. 1B *.07*.02= 1.4 million. I'd have to run 75 such jobs per month to pay for the 100 million iSK a month fuel cost of a SMALL POS, and 4 times that many to justify a large POS.

If we're researching battleship BPOs, which produce something worth 100 million, * 7% * 2% = 140K, or 750 such jobs to pay for the fuel of a small POS.


I used to run a large pos with 2 XL ship assy arrays, I ran 6 lines and carriers/dreads pooped out roughly every 9 days. That is 18 a month. In station, they pay extra build costs and can only do approx 15 a month. With the 2% bonus on components and 2% on the carrier BPO, plus the fact minerals need to be refined at a pos or you lose 4 more percent. Personally a POS is and always will be a winning solution to industry

CCP Greyscale -Yup, we have data on what happens currently, but we're expecting those use patterns to change substantially when this release. There's a degree of "suck it and see" happening here :)

LHA Tarawa
Pator Tech School
Minmatar Republic
#167 - 2014-05-06 18:05:50 UTC
Uncle Shrimpa wrote:
LHA Tarawa wrote:
Marsan wrote:
Honestly I don't see how these changes make me want to use a POS to research or copy a BPO. On one hand I have a station which I just haul the BPOs to and click a few times to research in total safety. On the other hand I have the POS which I have to:

- Buy a POS
- Buy labs
- Buy defences
- Find an unused moon
- Create an alt corp (because Lords know I won't risk a corp with anyone but me)
- Haul my POS, and modules there
- Setup POS
- Setup defenses
- Setup labs
- Do my carpel tunnel exercises
- Start BPO research
- Login daily to insure I haven't been war deced


Sure it in theory costs less isk and takes less in game time, but personally I work for a living, have a spouse, hobbies, and the rest. I care less about in game time or isk than fun, and my time. Given the above effort I'd much take the isk hit, and in game time hit. Also I'd argue that the time and effort to setup and maintain a research POS would give better returns invested market trading, running FW sites or heck even running a l4 missions. That doesn't even factor in the risk of losing the BPO.

PS- Also it's a horrible idea to have a structure solely for researching BPOs. Anchoring a Research Lab is basically saying I have a BPO in the POS please siege me.

PPS- Sure You might argue that I'd don't need to setup my own corp and POS, but then you've really dealt with security in a POS.


Except that when you figure in fuel, NO WAY does it cost less.

Let's say the cost in station is 7% of 2% of what is produced and we're researching a BPO that produces a capital that is worth 1 billion ISK. 1B *.07*.02= 1.4 million. I'd have to run 75 such jobs per month to pay for the 100 million iSK a month fuel cost of a SMALL POS, and 4 times that many to justify a large POS.

If we're researching battleship BPOs, which produce something worth 100 million, * 7% * 2% = 140K, or 750 such jobs to pay for the fuel of a small POS.


I used to run a large pos with 2 XL ship assy arrays, I ran 6 lines and carriers/dreads pooped out roughly every 9 days. That is 18 a month. In station, they pay extra build costs and can only do approx 15 a month. With the 2% bonus on components and 2% on the carrier BPO, plus the fact minerals need to be refined at a pos or you lose 4 more percent. Personally a POS is and always will be a winning solution to industry



Read the post I was responding to... specifically this: "Honestly I don't see how these changes make me want to use a POS to research or copy a BPO."

And, I don't think anyone is saying there won't be any low or null POSes. They are very useful for a safe spot, for moon mining, etc. We're more concerned with the future of high sec POSes.

You can get the 4% refine by setting the POS up for a couple hours, they putting it back away.

But, let's focus on your scenario. Let's assume 10% profit on 1 billion ISK = 100 million profit per at a station. x 15 = 1.5B total profit.

And let's say the POS gets 2% less cost (2% of 900 million input = 18 million. So: 118 million x 18 = 2.124. Now, subtract from that the 400 million ISK to run the POS. = 1.724.

200 million extra profit, but you have everything at risk, unless you are the alliance that has the most titans, so think you can protect your POS from any attack.

AND... what if you has am alt that can kick off some of the jobs? Remember, slots are no longer a limiting factor. The "alt solution" to compensate for longer run time takes away the 15 vs. 18 that is the bulk of your argument.

100 million profit in station vs. 118 million profit at POS means you need to do 23 a month to pay for the fuel, and we're not even factoring in the risk of being at the POS.

Danny Centauri
Republic University
Minmatar Republic
#168 - 2014-05-06 18:11:30 UTC  |  Edited by: Danny Centauri
Banko Mato wrote:
CCP Ytterbium wrote:

  • Corporate Hangar Arrays: from 1,400,000 m3 to 3,000,000 m3.
  • Ammunition Assembly Array: from 150,000 m3 to 1,000,000 m3.
  • Component Assembly Array: from 1,000,000 m3 to 1,500,000 m3.
  • Drone Assembly Array: from 150,000 m3 to 1,000,000 m3.
  • Equipment Assembly Array: from 500,000 m3 to 1,000,000 m3.
  • Rapid Equipment Assembly Array: from 500,000 m3 to 1,000,000 m3.


  • Right direction, but missed the mark by quite a portion...
    Honestly those moderate increments are next to worthless in regard to unlimited slots. I propose multiplying your numbers by 8 to 10 and fitting requirements for the smaller modules (eq/comp/drone/small_ship arrays) by 3 to 5, and for larger ones by 2. Remember, those modules will now have to substitute for a former farm of arrays each (and no, anchoring half a dozen of those just to get more space and having to deal with moving mats all the time is NOT an option).

    CCP Ytterbium wrote:

    Research labs:
    Time multiplier for Research ME: 0.7 (was 0.75).
    Time multiplier for Research TE: 0.7 (was 0.75).

    Design labs:
    Time multiplier for copying: 0.6 (was 0.65).
    Time multiplier for invention: 0.5 (was 0.5).

    Hyasyoda labs:
    Time multiplier for Research ME: 0.65 (was 0.75).
    Time multiplier for Research TE: 0.65 (was 0.75).


    Imho the Hya lab needs way more buff. This is a rare lab with very limited supply and the multiplier difference to the regular lab of a mere 0.05 is a real joke ^^
    Make it (AT LEAST) 0.5 or 0.55, the bonus should really reflect the uniqueness of this lab. Besides, seems you forgot the bonus to invention on this one. The Hya lab is the lab with the largest invention slot pool as of now. This should be considered when balancing it for summer. Therefore add a nice bonus to invention time. This can even range down to 0.35 to better reflect the currently 3 times larger slot pool for invention compared to the advanced lab.


    Agree on the storage volumes, as discussed in my previous post but disagree on the Hyasoda labs. Now that you only need one lab we can expect to see a lot more of them flood back to market as people with 5+ of them sell them, as you no longer need more than one they won't be rare.

    Also the 5% bonus seems quite fair, as its actually a 16% improvement over the standard labs, 30% time reduction vs 35%. Got to double check my profit numbers including POS fuel costs etc I believe its actually a 7.7% profit improvement for a research POS using Hyasoda labs.

    EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players.

    Danny Centauri
    Republic University
    Minmatar Republic
    #169 - 2014-05-06 18:40:53 UTC
    LHA Tarawa wrote:
    AND... what if you has am alt that can kick off some of the jobs? Remember, slots are no longer a limiting factor. The "alt solution" to compensate for longer run time takes away the 15 vs. 18 that is the bulk of your argument.

    100 million profit in station vs. 118 million profit at POS means you need to do 23 a month to pay for the fuel, and we're not even factoring in the risk of being at the POS.


    Your math is actually off quite a bit, no matter what you're building you have a 25% time reduction, meaning you can do more each month.

    100mil in station in 1 day
    118mil profit in POS in 0.75 days = 157mil profit in 1 day

    So real increases in profit are in the region of 50%, trust me theres more than enough incentive to build in a POS. Lets take an imaginary T2 ship build example for 30 imaginary ships:

    Runs per BPC = 3
    Total BPCs to build from = 10
    Profit per ship = 7mil (fairly average for T2 cruiser hull)
    Additional profit per ship in POS = 2mil
    3 run BPC build time in station = 2 days
    3 run BPC build time in POS = 1.5 days

    Profit in Station = 210mil in 2 days
    Profit in POS = 270mil in 1.5 days

    Profit per day station = 105mil
    Gross Profit per day in POS = 180mil

    POS fuel 1 day, = 17.4mil
    NET profit in POS = 162.6mil

    Increase in profit = 54.9% (57.6mil)

    If you're not building in a POS after these changes you're doing it wrong.

    EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players.

    MailDeadDrop
    Archon Industries
    #170 - 2014-05-06 18:45:52 UTC
    Danny Centauri wrote:
    Also the 5% bonus seems quite fair, as its actually a 16% improvement over the standard labs, 30% time reduction vs 35%. Got to double check my profit numbers including POS fuel costs etc I believe its actually a 7.7% profit improvement for a copy POS using Hyasoda labs.

    Why would a copy POS have Hyasyoda labs? There will be no copy slots on it (according to the latest iteration).

    MDD
    Danny Centauri
    Republic University
    Minmatar Republic
    #171 - 2014-05-06 18:54:00 UTC
    MailDeadDrop wrote:
    Danny Centauri wrote:
    Also the 5% bonus seems quite fair, as its actually a 16% improvement over the standard labs, 30% time reduction vs 35%. Got to double check my profit numbers including POS fuel costs etc I believe its actually a 7.7% profit improvement for a copy POS using Hyasoda labs.

    Why would a copy POS have Hyasyoda labs? There will be no copy slots on it (according to the latest iteration).

    MDD


    Whoops typo at least the same math applies for improvements... just edited and replaced copy for research in original post. Its an ideal bonus for capital BPO resellers if they dare leave them in space.

    EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players.

    Banko Mato
    Republic University
    Minmatar Republic
    #172 - 2014-05-06 18:56:44 UTC
    Danny Centauri wrote:

    Agree on the storage volumes, as discussed in my previous post but disagree on the Hyasoda labs. Now that you only need one lab we can expect to see a lot more of them flood back to market as people with 5+ of them sell them, as you no longer need more than one they won't be rare.

    Also the 5% bonus seems quite fair, as its actually a 16% improvement over the standard labs, 30% time reduction vs 35%. Got to double check my profit numbers including POS fuel costs etc I believe its actually a 7.7% profit improvement for a copy POS using Hyasoda labs.


    Even if people flood them back to market, there still remains a rather limited supply through the caldari epic arc. Meaning after the market stabilizes once the fire sale is done, they will still be somehow "unique" compared to the regular labs, what imho qualifies for an outright higher bonus. And maybe CCP decides for multiple modules of same type to provide some extra bonus to job costs or something like that, in which case the market won't see that many panic sells of Hya labs (maybe).
    Danny Centauri
    Republic University
    Minmatar Republic
    #173 - 2014-05-06 19:05:27 UTC
    Banko Mato wrote:
    Danny Centauri wrote:

    Agree on the storage volumes, as discussed in my previous post but disagree on the Hyasoda labs. Now that you only need one lab we can expect to see a lot more of them flood back to market as people with 5+ of them sell them, as you no longer need more than one they won't be rare.

    Also the 5% bonus seems quite fair, as its actually a 16% improvement over the standard labs, 30% time reduction vs 35%. Got to double check my profit numbers including POS fuel costs etc I believe its actually a 7.7% profit improvement for a copy POS using Hyasoda labs.


    Even if people flood them back to market, there still remains a rather limited supply through the caldari epic arc. Meaning after the market stabilizes once the fire sale is done, they will still be somehow "unique" compared to the regular labs, what imho qualifies for an outright higher bonus. And maybe CCP decides for multiple modules of same type to provide some extra bonus to job costs or something like that, in which case the market won't see that many panic sells of Hya labs (maybe).


    It's an epic arc reward, meaning that it can be repeated every 3 months. Price will most definitely go down, supply won't be any more restricted than it is now but demand will be reduced. A 16% boost in stats and 7.7% in profit is a considerable improvement better than a lot of faction modules.

    Highly doubt anything will change on its stats I'm glad they are as good as they are.

    EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players.

    Ranamar
    Nobody in Local
    Deepwater Hooligans
    #174 - 2014-05-06 19:45:03 UTC
    Danny Centauri wrote:
    Banko Mato wrote:
    Danny Centauri wrote:

    Agree on the storage volumes, as discussed in my previous post but disagree on the Hyasoda labs. Now that you only need one lab we can expect to see a lot more of them flood back to market as people with 5+ of them sell them, as you no longer need more than one they won't be rare.

    Also the 5% bonus seems quite fair, as its actually a 16% improvement over the standard labs, 30% time reduction vs 35%. Got to double check my profit numbers including POS fuel costs etc I believe its actually a 7.7% profit improvement for a copy POS using Hyasoda labs.


    Even if people flood them back to market, there still remains a rather limited supply through the caldari epic arc. Meaning after the market stabilizes once the fire sale is done, they will still be somehow "unique" compared to the regular labs, what imho qualifies for an outright higher bonus. And maybe CCP decides for multiple modules of same type to provide some extra bonus to job costs or something like that, in which case the market won't see that many panic sells of Hya labs (maybe).


    It's an epic arc reward, meaning that it can be repeated every 3 months. Price will most definitely go down, supply won't be any more restricted than it is now but demand will be reduced. A 16% boost in stats and 7.7% in profit is a considerable improvement better than a lot of faction modules.

    Highly doubt anything will change on its stats I'm glad they are as good as they are.


    While it certainly will be the best BP-research POS mod, I feel like it's kinda underwhelming for it to be just that. What is really hard for me to figure out is how much of the current POS dynamics are an artifact of the fact that NPC-station invention slots are so incredibly limited. As a result, I'm not sure how much changing the kinds of slots on the labs is going to crash things, even beyond the limited slot removal.

    My alliance, while living in NPC nullsec, had a bunch of invention POSes up because, well, we could defend them. Since I didn't do T2 stuff myself, I cheerfully mooched off their ME research slots, since everyone else was busy using only copy and invent. (Try to use someone else's copy or invent slot, though, and people would get pretty angry; heh.) With these changes, not only will the research labs be significantly less valuable, I suspect, than the design labs, but I wouldn't be able to do that, making POSes have significantly less reason to be a community resource for anyone other than a group of T2 manufacturers.

    So, personally, I think it'd be cool if we divided them up as something like "Design Labs" that have ME/Invent, "Production Labs" that do PE/Copy, and then you can have the Hyasoda lab do something different, like ME/PE, possibly also with invention slots to keep it desirable for a wider audience.
    Batelle
    Federal Navy Academy
    #175 - 2014-05-06 20:13:56 UTC  |  Edited by: Batelle
    Looks good.

    Like I said at the panel, change the requirements of pos gunnery to only be anchoring 4. Quick little change.

    Poses are going to proliferate quite a bit, and hopefully more people will be fighting at them. And people with less means to defend them will have need to use them where before they didn't. They are going to be less of a specialized thing and more of a necessity fo industrialists. The barrier for pos gunnery could take a look at. Its a really miserable train.

    "**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

    Never forget.

    Matthew
    BloodStar Technologies
    #176 - 2014-05-06 20:39:34 UTC
    Firstly, I like the second pass on the labs, makes much more sense.

    Steve Ronuken wrote:
    tl;dr:

    Apply a reduction to the cost of all jobs stated in an array.
    Apply a penalty for every job started in an array.

    So you get a 0.9 multiplier on cost for running at a pos, then a 1.01*number of active jobs in that structure. (if it knows that)

    Means having multiple structures has a reasonable benefit.


    I prefer the "inherent workers" approach from the previous thread to this one. While the above idea is easier to implement, I'm not keen on the gradual increase, and the lack of a cap on the increase. The gradual increase means that it is unclear what capacity the starbase arrays are "supposed" to have (similar to how the endpoint for ME/TE research used to be rather unclear).

    The "inherent workers" approach means you keep the full discount up to the intended capacity of the array, and pay normal public prices for all jobs above that. Yes, it means you can continue loading up the array with jobs as far above that line as you like, but if we are letting people do that in NPC facilities, preventing it in starbase facilities would be a significant disadvantage to starbases.

    While the "inherent workers" approach is slightly more complex to implement, it still isn't too bad. You need 2 additional facility attributes for each array and activity type (number of worker teams and worker cost multiplier). Industry jobs gain an additional attribute, StaffSource, being the itemID of the system or the array, depending on whether it is using public or inherent workers respectively. The Teams section of the industry UI would need a slight tweak, breaking it out into two boxes - I'd call these something like "Staff" and "Specialists". "Specialists" would be either blank or a Team. "Staff" would be either System staff or Array staff. If you select the Array staff, then the server goes away and counts the number of jobs currently installed in that array where WorkerSource = ArrayItemID, if that count is less than the InherentWorkers attribute of the array, then the job is permitted to be submitted, otherwise it is denied.

    This adds an element of strategic choice for the player - which jobs do they choose to run using the Array staff, and which do they pay extra for the System staff.

    It also adds more flexibility to the system, as other modifiers could be attached to the Array staff - e.g. an additional ME bonus could be attached to assembly array staff, balanced by only being able to be applied to a small number of jobs at a time. You could also do things like make intensive arrays with larger bonuses, but smaller staff counts, or bulk-build arrays with larger staff counts but a smaller bonus.

    Babbet Bunny wrote:
    Please change how the per run cost reduction works. Make it per run and not per hour of run.


    This is a really good point - because the installation cost scales based on the length of the job, time bonuses introduce an indirect penalty to this element of the installation cost formula. While this is most dramatic for the starbase arrays due to their very large bonuses, it will presumably also affect the time bonuses from TE research, skills that bonus job time etc.

    While you do get a throughput benefit from completing the jobs faster, I'm uncomfortable with this disadvantaging the installation cost formula, as some of these factors (TE research, skills) are ones that you cannot turn on and off, so it isn't really contributing to meaningful decision making.

    Probably the easiest fix for this is to adjust the formula so that the "hours already run" term is evaluated prior to any bonuses being applied.

    Oxide Ammar wrote:
    So, what you can't do to POS code ? the ability change the UI to make it something similar to the new UI of manufacturing ?


    From what we've seen change, and what we've been told can't be changed, I'd surmise that if there is already an array that does basically the same thing, they can create variants that use that same effect. The refining and compression arrays fundamentally do the same thing - take away X units of an item, and give back Y units of a different item. Similarly, adjusting the values of individual things (PG usage, fuel consumption per hour, ME/TE bonuses) is just adjusting a number within the existing framework, its not fundamentally changing how those numbers are then applied by the starbase code.

    The things that we aren't getting are things that no existing array does, or that other aspects of the starbase code do not support. For example, being able to have the inventories of the various manufacturing arrays talk to each other (or even act as a single unified space) would be great, but the current starbase code means that the arrays do not know that they are all at the same starbase, so they don't know whether they should be able to talk to each other or not. Now, you can do some 3-D geometry to work out which control tower is closest to an array, and which other arrays are within range of that control tower, but it gets very messy and potentially very resource intensive in systems with dozens of control towers and hundreds of arrays.
    Sigras
    Conglomo
    #177 - 2014-05-06 20:44:38 UTC
    LHA Tarawa wrote:
    Except that when you figure in fuel, NO WAY does it cost less.

    Let's say the cost in station is 7% of 2% of what is produced and we're researching a BPO that produces a capital that is worth 1 billion ISK. 1B *.07*.02= 1.4 million. I'd have to run 75 such jobs per month to pay for the 100 million iSK a month fuel cost of a SMALL POS, and 4 times that many to justify a large POS.

    If we're researching battleship BPOs, which produce something worth 100 million, * 7% * 2% = 140K, or 750 such jobs to pay for the fuel of a small POS.

    If all you're doing is researching a single BPO then maybe a POS isnt for you, but when I'm researching copying and inventing from my POS with 11 open research jobs going constantly and 11 manufacturing jobs running all the time in a single POS, ill think of you :)
    Alyxportur
    From Our Cold Dead Hands
    ORPHANS OF EVE
    #178 - 2014-05-06 21:54:49 UTC
    No 'Personal Ship Maintenance Array' yet?
    Jacabon Mere
    Capital Storm.
    Out of the Blue.
    #179 - 2014-05-07 00:08:37 UTC
    Stop educating the idiots. You're decreasing my future profits.

    Capital Storm is recruiting Aussies for Lowsec pvp and money making. Join "Capital Storm Pub" channel ingame. www.capitalstorm.net

    waypoint marker
    State War Academy
    Caldari State
    #180 - 2014-05-07 01:35:26 UTC
    Rabbit P wrote:
    CCP Ytterbium wrote:
    Updated original post with Laboratory changes.

    Also specified which assembly arrays are not being affected by the Material Reduction bonus.


    in the new iteration , apart from the rename of the mobile lab
    you only list out the Research labs has Time multiplier for ME,TE
    but not copying and invention.

    it seem in the summer release, Research labs only can do research, but can't do copying and invention
    Design labs is for copying and invention but can't research RE.

    am i right?



    I also note that

    all industry slots are removed, Mobile Laboratory and Advanced Mobile Laboratory are overlapping in ME research ,copying and invention
    you only need 1 mobile lab to do all the things
    Ytterbium state that "we like the individual capabilities of each" , it seem quite reasonable that one lab only can do one thing( research ME,TE / copying and invention)

    can Ytterbium confirm is it right or not?