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Player Features and Ideas Discussion

 
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[Summer 2014] Starbase tweaks

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Author
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#361 - 2014-05-22 18:15:04 UTC
Banko Mato wrote:
Steve Ronuken wrote:
Rowells wrote:
NEONOVUS wrote:
What does the Material Efficiency skill do now?

reduce material requirements up to 10% with 2% per level.



Citation needed.

Last I saw, it was going to be a cap on the reduction of build costs with multiple runs. (that's in the devblog) with a rename.


On the other hand a +2ME/skilllevel would be nice.



It also leads to '5 or GTFO'

Which is less than ideal.

A cap on reduction on the build cost is good for squeezing out the last drop of profit, but not crippling at lower levels.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Rhavas
Noble Sentiments
Second Empire.
#362 - 2014-05-23 03:53:07 UTC
CCP Ytterbium wrote:
Maxdig wrote:
Any info on re-balance the cargo sizes a bit more of POS Assembly Arrays? Seen it asked about 5 times now with no response... 3 million m3 on the Component Assembly Array is not enough...


We aren't planning on adjusting cargo capacity further for now unfortunately.

On the bright side however, we are working on ways to remove offline Control Towers. It's still in early design and with our team bandwidth being quite full for Crius, this will have to wait after that, but it's definitely on the menu.


Excellent! Here are some ideas. Corbexx and I have talked a good bit about the below linked thread as well.

https://forums.eveonline.com/default.aspx?g=posts&t=333764&find=unread

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#363 - 2014-05-25 15:59:57 UTC
CCP Ytterbium wrote:

On the bright side however, we are working on ways to remove offline Control Towers. It's still in early design and with our team bandwidth being quite full for Crius, this will have to wait after that, but it's definitely on the menu.


How about once they are offlined/run out of fuel they lose shields, followed by taking armour then hull damage gradually from micrometeor strikes etc. Just think of the queues of people waiting for the best point to take down the tower :)
Komi Toran
Perkone
Caldari State
#364 - 2014-05-25 17:17:33 UTC
Rhavas wrote:
Excellent! Here are some ideas. Corbexx and I have talked a good bit about the below linked thread as well.

https://forums.eveonline.com/default.aspx?g=posts&t=333764&find=unread

My first thought on this was "Hacking!" So seconding/thirding/fourthing/whatever your linked proposal.
Felicity Love
Doomheim
#365 - 2014-05-26 01:44:56 UTC
Corraidhin Farsaidh wrote:
CCP Ytterbium wrote:

On the bright side however, we are working on ways to remove offline Control Towers. It's still in early design and with our team bandwidth being quite full for Crius, this will have to wait after that, but it's definitely on the menu.


How about once they are offlined/run out of fuel they lose shields, followed by taking armour then hull damage gradually from micrometeor strikes etc. Just think of the queues of people waiting for the best point to take down the tower :)


Or they could just go "SPLAT" after 30 days of no fuel...

Stop trying to reinvent the wheel. Attention

"EVE is dying." -- The Four Forum Trolls of the Apocalypse.   ( Pick four, any four. They all smell.  )

Sigras
Conglomo
#366 - 2014-05-26 06:13:59 UTC
Komi Toran wrote:
Rhavas wrote:
Excellent! Here are some ideas. Corbexx and I have talked a good bit about the below linked thread as well.

https://forums.eveonline.com/default.aspx?g=posts&t=333764&find=unread

My first thought on this was "Hacking!" So seconding/thirding/fourthing/whatever your linked proposal.

We have a tower removal mechanic... its called war deccing.
Qmamoto Kansuke
Killing with pink power
Penguins with lasorz
#367 - 2014-05-26 06:52:56 UTC
I don't see how paying 600m a month for a pos would be justified unless a taxes in npc stations are bigger than the montly fuel fee.
Rowells
Blackwater USA Inc.
Pandemic Horde
#368 - 2014-05-26 07:53:35 UTC
Steve Ronuken wrote:
Rowells wrote:
NEONOVUS wrote:
What does the Material Efficiency skill do now?

reduce material requirements up to 10% with 2% per level.



Citation needed.

Last I saw, it was going to be a cap on the reduction of build costs with multiple runs. (that's in the devblog) with a rename.

Your right. I was reading this:
Quote:
Blueprint research will then be moved to a ten-step system. Each step of ME research will reduce material requirements on that blueprint by 1%,

And skimmed over this:
Quote:
The Material Efficiency skill will be repurposed, stay tuned for more information on that in a future blog.

and still got the numbers wrong
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#369 - 2014-05-26 11:21:03 UTC
Qmamoto Kansuke wrote:
I don't see how paying 600m a month for a pos would be justified unless a taxes in npc stations are bigger than the montly fuel fee.



You mean other than the time multipliers?

And the -2% to material requirements in the assembly arrays?

And that you can base out of a system with no manufacturing slots, so the percentage of build hours is tiny?

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Gizznitt Malikite
Agony Unleashed
Agony Empire
#370 - 2014-05-27 13:07:49 UTC

Is a 2% reduction in the material requirements of a job worth a MFG in a POS?

A Small POS uses 10 fuel blocks an hour, which is about 150k isk. A large POS uses 4x as much.

To recover the POS fuel operating expenses of that small pos, your 2% reduction would need to cover that amount.

150k / 0.02 = 7.5m isk per hour.

Lets examine Null L. One production run consumers 1m isk in materials and takes 35 hrs to complete.

Our Ammo Assembly Array has a 25% reduction in the production time, so 35hrs is reduced. I'm going to assume the changes to invented BPC's have better product rates, and reduce this time all the way down to 20 hrs (instead of 26).
To balance our POS fuel costs, we need to run 7.5m isk per hour.
20 hrs * 7.5m / hr = 150m isk.
At 1m isk per run, we'd need to have 150m / 1 m per run, 150 jobs running concurrently to balance the operational cost of the POS. With 10 jobs / character, that's 15 fulltime producers to support a small POS, 30 fulltime producers to support a medium POS, and 60 fulltime producers to support a Large POS. This is unreasonable.

Lets examine a Light Neutron Blaster II.
It costs about 400k in materials to produce on blaster, and takes about 5.2 hours to produce.
Our assembly Array reduces this time by 25%, so it now takes 4 hrs to produce.
4 * 7.5m per hour gives us 30m. 30m / 0.4 per run = 75 runs. It would take 75 jobs running concurrently to balance the operational costs of the small pos. That's 7.5 characters for a small POS, or 30 fulltime producers to support a large POS. This is unreasonable.

Let's examine a Neutron Blaster Cannon II.
It costs 3.2 m in materials to produce one Blaster, and takes ~6 hrs to produce.
Our Assembly Array reduces this time by 25%, so it now takes 4.5 hrs to produce.
4.5 hrs * 7.5m per hour gives us 33+m. 33m / 3.2m per run gives us ~10 jobs running concurrently to balance the operational costs of the small POS. Or 1 Character for a small, 2 for a medium, 4 for a large. This seems very reasonable.

Let's examine a Caracal.
It costs 10m isk in build materials at perfect ME, and takes 2.7 hrs.
In the Assembly array, this will be reduced to 2 hrs.
2.5 hrs * 7.5m isk is 15m isk. The 2% Material savings easily compensate fuel costs, especially for larger ships.

I have two points of contention to bring up given these numbers:
1.) The benefits of using a POS are really uneven. In some cases, there is clearly an economic benefit to using a POS. However, in other cases your standard Indy corp is unlikely to recoup the operational costs of a POS. This is because the production times of modules are not related to the Material Costs in producing those modules. I hope the production times of modules are rebalanced to make Ammo and all classes of modules worthwhile to produce in a POS too.

2.) If you consider it like this: 720 production hours in a 30 day month. You need to churn through 720 hrs * 7.5 m / hr =5.4b isk in materials every month to support a small POS, or 21.6 b per month to support a large POS. Those assets are in space and at risk. You cannot cancel jobs in the middle of a run, so any self-supporting large POS is going to have on average 700m in unmitigated assets in use at a POS anytime they are wardecced (not including BPOs). While I love the motivation it gives to defend your POS, I feel the benefits of using a POS should be increased to balance these risks.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#371 - 2014-05-27 14:13:20 UTC

One more thing:

What are the chances of adding a reduction in the installation fee for Research Jobs? Currently, it is the lack of available lines that drive players to use Labs for Copying and ME, and from there its beneficial to do invention and PE at the POS too. Given the limitations on station lines, POS Research doesn't have competition with Station Research for most serious producers. However, with the removal of queues, this limitation is eliminated, and it becomes a competition based on cost effectiveness.

A neutron Blaster bpc takes 5 hrs to create, and another 2.5 hrs to invent at a Station. This is 7.5 hrs.
In our POS, that bpc takes 3 hrs to create and 1.25 hrs to invent, for a total of 4.25 hrs.

The currently have the same run cost.
So the per hour cost at the station is Run cost / 7.5.

The cost savings from running the job at the POS would be the time difference (3.25 hrs) * Hourly Station cost (Run Cost / 7.5) == 43% of the run cost.

For it to be economical to run this at the POS, the cost savings must exceed the POS's operational costs. (4.25 hrs ) * (150k isk Fuel / hr for a small POS ) / (Number of jobs). == 630k isk / Number of simultaneous jobs.


The run cost though is a very small number. From the dev blog, it will be the base value of a Neutron Blaster I (2m) * ~5% = 100k isk. As such, a Nuetron Blaster II BPC is cost effective to make at a small POS when you have 2 People working it. However, a light neutron blaster II BPC, with a much lower base value (40k) would not be unless you had 50 people working the POS.

This issue, again, is that all modules take the same time to copy and invent, regardless of their value.

Some of this could be remedied by reducing the copy and invention times of modules based on size.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#372 - 2014-05-27 15:35:36 UTC
Felicity Love wrote:
Corraidhin Farsaidh wrote:
CCP Ytterbium wrote:

On the bright side however, we are working on ways to remove offline Control Towers. It's still in early design and with our team bandwidth being quite full for Crius, this will have to wait after that, but it's definitely on the menu.


How about once they are offlined/run out of fuel they lose shields, followed by taking armour then hull damage gradually from micrometeor strikes etc. Just think of the queues of people waiting for the best point to take down the tower :)


Or they could just go "SPLAT" after 30 days of no fuel...

Stop trying to reinvent the wheel. Attention



Clearly they are having to 'invent' some mechanism to get rid of them. Simple degradation is the most realistic and straightforward. How long do you think the ISS would last in orbit without regular shifts to avoid debris?
Joraa Starkmanir
Station Spinners United
#373 - 2014-05-27 15:45:57 UTC
Gizznitt Malikite wrote:




The time reduction alone means you make 30% more modules in the same timeframe.
A small POS cost 150k/hr (your numbers), and you have 10 manufacturing slots/character.

This means that you need to make 50k/hr/line in station to make money using a small POS with 1 character.
50k/line = 500k/charactert, 500k*1.3(faster manufacturing) = 650k or 150k more than station manufacturing.

These numbers means that a profitt of 360m/month from station manufacturing is the point where TIME saving alone pay for a small POS, any cost reduction will just make it better. Lets be honest, if your not making more that this from manufacturing you are not realy an industrialist and have NO reason to be using a POS...
Gizznitt Malikite
Agony Unleashed
Agony Empire
#374 - 2014-05-27 16:50:07 UTC  |  Edited by: Gizznitt Malikite
Joraa Starkmanir wrote:
Gizznitt Malikite wrote:




The time reduction alone means you make 30% more modules in the same timeframe.
A small POS cost 150k/hr (your numbers), and you have 10 manufacturing slots/character.

This means that you need to make 50k/hr/line in station to make money using a small POS with 1 character.
50k/line = 500k/charactert, 500k*1.3(faster manufacturing) = 650k or 150k more than station manufacturing.

These numbers means that a profitt of 360m/month from station manufacturing is the point where TIME saving alone pay for a small POS, any cost reduction will just make it better. Lets be honest, if your not making more that this from manufacturing you are not realy an industrialist and have NO reason to be using a POS...


That's a very elegant way to approach this, and comes from a very different angle.

I currently use my POS for copy and invention, and currently distribute the POS fuel price to each line to calculate how much making a BPC costs. I don't currently manufacture in the POS due to inconveniences and ignorance. I was using a similar approach to determine the base cost for producing a module, and justifying utilizing a POS based on the cost savings it provides in terms of lower production time and lower material requirements. Thank you for pointing out that time reduction doesn't just alter the production costs of an item, but also directly increases revenues too. It appears that the revenue increases alone can exceed POS operational costs.


*edit*
In layman's terms, because I'm not a business man.
If, in a station, I could produce 50 modules per hour at 10k each, I assumed a POS must allow me to produce 65 modules per hour at a 10k production cost to cover the 150k in Fuel costs.
(i.e. 50 * 10k + 150k = 65 * 10k )

However, this neglects that I profit on those modules at 30k isk each. The increase to production rate improves the net profits I'm earning. So, at the 30k profit point, I need only produce 55 modules per hour to cover the 150k in Fuel costs.
(i.e. 50 * 30k + 150k = 55 * 30k )
Joraa Starkmanir
Station Spinners United
#375 - 2014-05-27 19:00:58 UTC
Gizznitt Malikite wrote:

In layman's terms, because I'm not a business man.
If, in a station, I could produce 50 modules per hour at 10k each, I assumed a POS must allow me to produce 65 modules per hour at a 10k production cost to cover the 150k in Fuel costs.
(i.e. 50 * 10k + 150k = 65 * 10k )

However, this neglects that I sell those modules at 30k isk each. The increase to production rate improves the net profits I'm earning. So, at the 30k price point, I need only produce 55 modules per hour to cover the 150k in Fuel costs.
(i.e. 50 * 30k + 150k = 55 * 30k )


As long as those numbers are profit margins and not sell prices, and its assumed to be manufactured in 1 hr (the time you calculate fuel for)
Karash Amerius
The Seven Shadows
Scotch And Tea.
#376 - 2014-05-28 18:15:48 UTC
Dear All,

I would like to remind everyone that are busy playing sand castles in this thread about the big picture here (including the Devs still willing to read this): POS game play sucks. It has always sucked. I cannot believe anyone believes this is a fun game mechanic...stop legitimizing it with 'fixes' and start with a process of scrapping the entire thing. Do this in the background, put a team on it...keep it top secret (of course) but for god's sake, start scrapping the system. The POS system is like the Kevin Bacon of interconnected problems with Eve's design: Almost all problems in Eve are, at most, 6 parts removed from a POS structure.

I understand industrialists like to play the cogs of how the game works; that is enjoyment, and I fully embrace and respect non PVP professions in this game. However, the tool set of POS mechanics is a real slap in the face to all players, especially industrialists, and has been since they were introduced.

Respectfully,

-K

Karash Amerius Operative, Sutoka

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#377 - 2014-05-28 18:25:19 UTC
Karash Amerius wrote:
Dear All,

I fully embrace and respect non PVP professions in this game
-K


All professions are PvP one way or another
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#378 - 2014-05-28 18:40:30 UTC
Karash Amerius wrote:
Dear All,

I would like to remind everyone that are busy playing sand castles in this thread about the big picture here (including the Devs still willing to read this): POS game play sucks. It has always sucked. I cannot believe anyone believes this is a fun game mechanic...stop legitimizing it with 'fixes' and start with a process of scrapping the entire thing. Do this in the background, put a team on it...keep it top secret (of course) but for god's sake, start scrapping the system. The POS system is like the Kevin Bacon of interconnected problems with Eve's design: Almost all problems in Eve are, at most, 6 parts removed from a POS structure.

I understand industrialists like to play the cogs of how the game works; that is enjoyment, and I fully embrace and respect non PVP professions in this game. However, the tool set of POS mechanics is a real slap in the face to all players, especially industrialists, and has been since they were introduced.

Respectfully,

-K


As has been said repeatedly, POS code is on the roadmap. It's not being abandoned. There are just some requirements to get out the way first.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Karash Amerius
The Seven Shadows
Scotch And Tea.
#379 - 2014-05-28 20:53:05 UTC
Steve,

While I read the same forums as you do, I am obviously not privy to any sort of CSM info. The bottom line is, even with proposed changes such as modular starbases, has there really been players in Eve that have set up 20 towers and thought "Wow, this is so much fun".

No.

POSes exist because they HAVE to exist...not because they provide a fun gameplay mechanic; fairly tragic for such a promising enterprise we find ourselves in.

Karash Amerius Operative, Sutoka

Joraa Starkmanir
Station Spinners United
#380 - 2014-05-28 21:45:54 UTC
Karash Amerius wrote:
Steve,

While I read the same forums as you do, I am obviously not privy to any sort of CSM info. The bottom line is, even with proposed changes such as modular starbases, has there really been players in Eve that have set up 20 towers and thought "Wow, this is so much fun".

No.

POSes exist because they HAVE to exist...not because they provide a fun gameplay mechanic; fairly tragic for such a promising enterprise we find ourselves in.


I dont think it was ever intended for players to use 20 POSes each, thats why its a CORP asset. If we ignore the hell that is currently corp roles it should be possible to have multiple POSes managed by several people, 1-2POS per manager in same system or 1 jump apart is not hard to maintain.