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New industry skills discussion (connected to Advanced Industry)

First post First post First post
Author
CCP Greyscale
C C P
C C P Alliance
#1 - 2014-07-23 18:11:01 UTC  |  Edited by: CCP Fozzie
Hi everyone,

The Advanced Industry skill has been updated to give 3%/level reduction to all industry jobs (ie anything you can do in the industry window, not just building); this should be rolled out to TQ in the next week or so.

This should give *most* people a decent amount of value, but we'd like to give it some additional oomf. We are therefore planning on adding some more advanced industrial skills with AI at 5 as a prereq, so there's clear benefit to everyone in having it trained (plus it would be nice to have some more skills).

We're expecting this discussion to evolve over the coming weeks as the new system settles down and people figure out what bonuses they'd find most valuable. We'd be looking at shipping these changes in one of the two following scheduled releases, depending on how this discussion goes.

So... discuss! What sorts of advanced industry skills would be good?

-Greyscale

**Sticky** - ISD Cyberdyne
Rowells
Blackwater USA Inc.
Pandemic Horde
#2 - 2014-07-23 18:14:12 UTC  |  Edited by: Rowells
MOAR JOBS*

(*caught myself there)
Celor Ma'fer
Jouhinen Inc
#3 - 2014-07-23 18:21:47 UTC
Looking forward to this thread. I'm going to give it a few days to see how things suit.
Querns
Science and Trade Institute
Caldari State
#4 - 2014-07-23 18:22:45 UTC
Glad to hear that y'all went the TE reduction route instead of cost reduction. Time Efficiency is a great way to reward skill training without creating an additional disparity between old and new industrialists that has to be overcome before the new industrialist can compete meaningfully with the old.

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Dr Cedric
Science and Trade Institute
Caldari State
#5 - 2014-07-23 18:27:32 UTC
Not sure how related it is, but how about some equipment reprocessing boost skills

Also, it's easy enough to add skills for material and production efficiency (totally forgot the new names)

Also, how about ship/module specific skills i.e., reduced material req/faster production time for cruisers, or medium turrets (could base it off of BP class)

Also, mineral/component "mastery" skills to allow a builder to reduce material requirements for specific components and minerals (say 1% per level?)

Could also add skills for boosting POS module usage of industry and research things.

Cedric

Lady Rift
His Majesty's Privateers
#6 - 2014-07-23 18:28:58 UTC
New skills - production efficacy works the same as old one just 2%lv instead of 5.
- one that reduces install cost.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#7 - 2014-07-23 18:36:30 UTC  |  Edited by: Retar Aveymone
When you are adding new industry skills, you should do something to make Battleship Construction V have a use (along with Industrial Construction V, which I believe is also useless).
Retar Aveymone
GoonWaffe
Goonswarm Federation
#8 - 2014-07-23 18:59:00 UTC
Elite Mass Processing is the obvious choice.
Altrue
Exploration Frontier inc
Tactical-Retreat
#9 - 2014-07-23 19:21:43 UTC
A promising discussion :)

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Mackenzie Nolen
Doomheim
#10 - 2014-07-23 19:23:51 UTC
A new skill that amplifies team bonus (e.g. "Team Management"). 10% per level seems reasonable, so a team that provides a 2% ME bonus for instance would provide a 3% ME bonus for someone who had this skill at level 5.

Of course I still think this is what the adv industry skill bonus *should* have been changed to :)
Opertone
State War Academy
Caldari State
#11 - 2014-07-23 19:31:54 UTC
hmmm, as an economist with factory experience

unfinished production, "work in progress"

ability to start a new production without some of the required materials???

when you get all the needed 'input' you can add it later to the job, which may sit at 80% completion, depending on how much stuff is missing, this way you may save time required for long jobs, while you wait for your components to arrive.


ability to control wastage over time efficiency??

"production efficiency?'

you can speed things up proportionally to increasing the wastage factor, spend more minerals but get your ammunition produced faster. Save some, but job takes a lot longer.


Fine refinement control,

Refining and reprocessing jobs will take time afaik . You may speed things up by 50% when you give up precious and hard to recover trace materials, such as megacyte, morphite, which usually make up 1-2% anyway.

Non stop production cycle

You can produce something without the hassle of manually resetting the jobs, example - ammuniton.

With this skill you can setup extra continuous jobs.

"Production espionage"
You will be able to actually see what sort of things are produced by others, with more detail and station, system, region wide...

Some ideas which you may not like, do not blame me

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really - add warping align time 300% on gun aggression and eve becomes great again

NEONOVUS
Mindstar Technology
Goonswarm Federation
#12 - 2014-07-23 19:31:58 UTC
So clarifying, material requirement reductions are looked down upon?
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#13 - 2014-07-23 19:50:08 UTC  |  Edited by: Antillie Sa'Kan
Just some quick (and possibly terrible) ideas off the top of my head.

Advanced Science: 2% reduced copy time per level, requires Science V and Advanced Industry V, rank 5, int/mem.

Advanced Research: 2% reduced TE research time per level, requires Research V and Advanced Industry V, rank 5, int/mem.

Advanced Metallurgy: 2% reduced ME research time per level, requires Metallurgy V and Advanced Industry V, rank 5, int/mem.

Industrial Process Management: 1% reduction in manufacturing job install costs per level, requires Advanced Mass Production V and Advanced Industry V, rank 9, mem/cha.

Scientific Process Management: 1% reduction in research job install costs per level, requires Advanced Laboratory Operation V and Advanced Industry V, rank 9, int/cha.

Group Dynamics: 2% bonus to team effects per level, requires Social V and Advanced Industry V, rank 6, cha/int.

Edit:

Tinkering: 3% reduced invention job time per level, requires Science V, Jury Rigging V, and Advanced Industry V, rank 5, int/mem.
Kyoso Shintaro
THI Command
#14 - 2014-07-23 20:06:39 UTC
What about a skill that let you use a team that was x number of jumps or ly away?
Cekle Skyscales
The Scope
Gallente Federation
#15 - 2014-07-23 20:14:20 UTC
Specialization skills that further reduce the time for specific types of jobs by 1% per level
Abrazzar
Vardaugas Family
#16 - 2014-07-23 20:25:49 UTC
Maybe a set of skills that add another 'phantom' facility to the POS/system for the job that player started.
Or a skill that improves the bonus one gets from Teams, if you have one working in the system.
Masao Kurata
Perkone
Caldari State
#17 - 2014-07-23 20:28:37 UTC  |  Edited by: Masao Kurata
Just please don't add anything that reduces costs, as any cost reduction skill will be as mandatory as the old skill was, and thus just a time sink and barrier to entry rather than a meaningful training decision.

Actually please don't add anything. You created actual industry gameplay in crius, that's a good thing, it doesn't have to be accompanied with more skill queue online.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#18 - 2014-07-23 20:43:19 UTC
Antillie Sa'Kan wrote:
Just some quick (and possibly terrible) ideas off the top of my head.

Advanced Science: 2% reduced copy time per level, requires Science V and Advanced Industry V, rank 5, int/mem.

Advanced Research: 2% reduced TE research time per level, requires Research V and Advanced Industry V, rank 5, int/mem.

Advanced Metallurgy: 2% reduced ME research time per level, requires Metallurgy V and Advanced Industry V, rank 5, int/mem.

Industrial Process Management: 1% reduction in manufacturing job install costs per level, requires Advanced Mass Production V and Advanced Industry V, rank 9, mem/cha.

Scientific Process Management: 1% reduction in research job install costs per level, requires Advanced Laboratory Operation V and Advanced Industry V, rank 9, int/cha.

Group Dynamics: 2% bonus to team effects per level, requires Social V and Advanced Industry V, rank 6, cha/int.

Seems decent, just more take less time things.
Komi Toran
Perkone
Caldari State
#19 - 2014-07-23 20:50:02 UTC
Rapid Prototyping: x% reduction in invention or T2 production time. (As invention seems to be the only thing without a specific global skill)

Exotic Assembly: x% material efficiency for faction production. (With corresponding increase in material requirements for faction BPCs; still not a prereq for entry due to high margins on faction items)
Commander A9
Aurora University
#20 - 2014-07-23 20:52:32 UTC
I suppose any skill offering a reduction in time requirements is a welcomed addition.

Speaking of changes...

I'm assuming that the Career Agents for industry have had their tutorial information updated to address the latest industry changes?

Recommendations:

-enable ships wobbling in hangar view (pre-Captains Quarters)

-add more missions (NPC fleet vs. NPC fleets that actually shoot)

-STOP NERFING EVERYTHING!

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