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Player Features and Ideas Discussion

 
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New industry skills discussion (connected to Advanced Industry)

First post First post First post
Author
Komi Toran
Perkone
Caldari State
#61 - 2014-07-24 13:00:54 UTC
Celor Ma'fer wrote:
Obviously someone who doesn't read, even small, threads before posting.

Nah, be nice. He phrased the effect more clearly than I did. Plus, his post got the attention of CCP, while mine didn't.

I do like my name for the effect much better. "Self sufficiency" could mean anything.
Celor Ma'fer wrote:
The only issue I can see arising from this is the fact that it does apply to everyone in the system. Which means that all the Industrialists that work in the same system as you do benefit from your skills, even if they don't train them themselves. If the skill could be somehow made to reduce the SCI just for your character, then that would be perfect.

This is actually why I like the skill, as it functions in a way no other skill would. Besides, if it only applied on your end, it would either a) have little effect except in completely dead systems or b) be a flat out price reduction, which some feel would make it a barrier to entry. This idea is neither: corporations, alliances, and players with a dozen alts will all see benefits by making sure their industrialists have the skill trained.
Mackenzie Nolen
Doomheim
#62 - 2014-07-24 13:05:45 UTC  |  Edited by: Mackenzie Nolen
Antihrist Pripravnik wrote:
The whole point of Crius was that the industrial landscape should be organic and not concentrated in a few systems. Increasing benefits for Teams creates more difference between systems with and without teams, which forces players to swarm to high-quality team locations.


Bluntly, I'm not the one that created teams, CCP is. Your entire argument is a proposition for removing teams entirely and has no bearing on the skill proposed. As I assume teams are here to stay, a 10%/level team efficiency bonus wouldn't even bump a weak team past the values provided by stronger teams within the natural variation already present in team bonus %'s.

That said, it might be interesting to make the bonus a flat increase rather than a % based one; say, 0.1% improvement to base team bonus values per level. This would have the effect of improving weaker teams marginally more than already strong teams, which would in fact serve as a relief valve on player swarming as you could eventually benefit more from weaker/cheaper/"easier to win bids for" teams. Kind of like hyperspatial accelerator mods.
Castimirr
Imperial Dreams
The Curatores Veritatis Auxiliary
#63 - 2014-07-24 13:35:21 UTC  |  Edited by: Castimirr
Vincent Athena wrote:
"More jobs" is obvious. A somewhat different way of doing that is to have a skill that allows me to have more jobs in the queue, even though I am limited to 11 that are currently active. Think of the skill queue: I can have a dozen or more skills queued up, even though I can only train one at a time. How about having industry jobs the same way? A skill that lets me queue up more than I can have running. As soon as a job finishes, the next drops down out of the queue and begins.

This also makes the TE skill more useful. ...



This. Very much this.

Also something like the old ME skill that only applies to a category, like the mineral processing ones. At least then you could specialize.
Celor Ma'fer
Jouhinen Inc
#64 - 2014-07-24 13:40:08 UTC  |  Edited by: Celor Ma'fer
Komi Toran wrote:
Celor Ma'fer wrote:
Obviously someone who doesn't read, even small, threads before posting.

Nah, be nice. He phrased the effect more clearly than I did. Plus, his post got the attention of CCP, while mine didn't.

I do like my name for the effect much better. "Self sufficiency" could mean anything.
Celor Ma'fer wrote:
The only issue I can see arising from this is the fact that it does apply to everyone in the system. Which means that all the Industrialists that work in the same system as you do benefit from your skills, even if they don't train them themselves. If the skill could be somehow made to reduce the SCI just for your character, then that would be perfect.

This is actually why I like the skill, as it functions in a way no other skill would. Besides, if it only applied on your end, it would either a) have little effect except in completely dead systems or b) be a flat out price reduction, which some feel would make it a barrier to entry. This idea is neither: corporations, alliances, and players with a dozen alts will all see benefits by making sure their industrialists have the skill trained.


Yep, fair play.

Have you looked at how much the SCI scale has changed since the update today? It looks like the SCI bar is split into 12 steps, (it's probably not I know) the system I manufacture in was step 10 before DT and now it is step 4. However the cost for manufacturing is the same, which means that when systems actually get towards the top end they will be really expensive.

I think this skill has more weight behind it than it did earlier, certainly for me.
Soldarius
Dreddit
Test Alliance Please Ignore
#65 - 2014-07-24 13:49:31 UTC
Awkward Pi Duolus wrote:
Thank you very much for the 3% per level for this skill - I think it's a good compromise.

For new skills, perhaps the theme can be "time". I support some ideas mentioned already, since some of the higher rank research times have gotten a little ridiculous:

Antillie Sa'Kan wrote:

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.

Tinkering: 3% reduced invention job time per level, requires Science V, Jury Rigging V, and Advanced Industry V, rank 5, int/mem.


Tinkering. ha. Love the name. These and many more posts have some great ideas.

An industrial tycoon skill for more lines would be good. A scientific guru skill for more research jobs would be really useful. I can't tell you how many times I've run up against that stupid 10 job limit and had to tell customers "Sorry you have to wait because all 10 of my research slots are full."

http://youtu.be/YVkUvmDQ3HY

Saraki Ishikela
Perkone
Caldari State
#66 - 2014-07-24 13:57:20 UTC
I've always found the time reduction skills to be a waste. Say I'm at work for 8 hours and a job takes 8 hours to finish, reudcing the time to 6 hours nets me 0 gain. Unless there is a way to queue up additional jobs I have tradiationally always avoided anything that finishes a job faster as I normally see a 0 gain out of it.

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Soldarius
Dreddit
Test Alliance Please Ignore
#67 - 2014-07-24 14:12:04 UTC
Saraki Ishikela wrote:
I've always found the time reduction skills to be a waste. Say I'm at work for 8 hours and a job takes 8 hours to finish, reudcing the time to 6 hours nets me 0 gain. Unless there is a way to queue up additional jobs I have tradiationally always avoided anything that finishes a job faster as I normally see a 0 gain out of it.


This. Also, specialist skills would be very useful. Having the T2 prerequisite skills actually give you some benefit other than "must train to do" would be nice. Then more people might actually train them.

When I first started eve 5+ years ago, I thought I had to have that skill just to build T1 ships. Nothing about them says T2.

http://youtu.be/YVkUvmDQ3HY

Komi Toran
Perkone
Caldari State
#68 - 2014-07-24 14:15:14 UTC
Soldarius wrote:
[quote=Saraki Ishikela]This. Also, specialist skills would be very useful. Having the T2 prerequisite skills actually give you some benefit other than "must train to do" would be nice. Then more people might actually train them.

They do give a benefit besides "must train to do;" they increase your chance of invention success.
hfo df
Ramm's RDI
Tactical Narcotics Team
#69 - 2014-07-24 14:38:57 UTC
  • Back alley production
  • Gain access to use a team 1 system per level away of where the team is located. (At increased team salary [per system] salary costs.) => free ride on others' teams next door.
  • Negotiation (old charisma trade skill)
  • Reduces salary by 2% per level. So a 10% salary will be 9% at level 5.
  • Ebay
  • Enter a bid amount in ISK on a team (eg 100mil). The game will make the minimum bid needed to win the team.
    Auto bid will be at most 50% (at skill level 5, 10% a level) lower then the initial bid (eg will bid 50 mil, auto increasing till 100 mil).
Mackenzie Nolen
Doomheim
#70 - 2014-07-24 14:48:15 UTC
hfo df wrote:
Back alley production
Gain access to use a team 1 system per level away of where the team is located. (At increased team salary [per system] salary costs.) => free ride on others' teams next door.


This one I particularly like, but instead of a new skill I suggest this functionality get added to the heavily nerfed and existing "Scientific Networking" skill.
Nar Tha
Doomheim
#71 - 2014-07-24 16:26:32 UTC  |  Edited by: Nar Tha
My OCD is kicking in.

If you're making this skill affecting all scientific/industrial activities, it:
  • should be renamed
  • doesn't fit into only the "Production" skill category anymore
  • should also have the skill "Science" as a requirement, maybe even more
Eodp Ellecon
Center for Advanced Studies
Gallente Federation
#72 - 2014-07-24 16:33:57 UTC
Amarisen Gream wrote:
Also need Industrial Tycoon.

This skill does nothing but show how awesome you are at sitting and staring at a bulking and pretty industrial window.



Actually, now that the station slot limitation is removed from game, there is no reason that we can't have a Industrial Science Tycoon akin to market trading path. Given that some ME10 / TE20 are going to take an (A)eon of time, there might now be need or use of, say 30+ jobs. No idea what implications that would have for the researched BPO market or invention routines. This would likely however nerf the usefulness of otherwise low-skill research alts.


I'm not a fan of adding dozens of skills that simply 'specialize, specialize, specialize' every specialization under the EVE sun. When considering the invention and skill plan for bonuses it would be reasonable that a toon trained to USE a [ fill in blank ] on the field in PVE/PVP situation would have an understanding of its use. Consider then the regular skills influences in a positive towards industrial ends in the form of an 'Advance Design Templating' skill that factors both sides of the game.

Captain StringfellowHawk
Forsaken Reavers
#73 - 2014-07-24 17:03:15 UTC  |  Edited by: Captain StringfellowHawk
How about an Advanced Industry skill for Ice mining, the ability to Convert different isotopes to the others. Say 2 or 3 Nitrogen converts to 1 Oxygen etc etc. Maybe using the Reaction arrays or some other process.

Possibly make it unique conversion to the rorqual since the Compression array now exists and except for just a booster removed a lot of uniqueness from it.

This way with all the POS's going up and the Jump fuel increases might make owners able to operate a little more smoothly in other areas of space that are racially trained differently.
5n4keyes
Sacred Templars
Fraternity.
#74 - 2014-07-24 17:44:16 UTC
Advanced Contracting, So I can make more than 21 contracts to sell everything I have built!
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#75 - 2014-07-24 18:41:13 UTC
Mackenzie Nolen wrote:
hfo df wrote:
Back alley production
Gain access to use a team 1 system per level away of where the team is located. (At increased team salary [per system] salary costs.) => free ride on others' teams next door.


This one I particularly like, but instead of a new skill I suggest this functionality get added to the heavily nerfed and existing "Scientific Networking" skill.



Sure, you can't run jobs from station any more, but you can run them from a whole other region...

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Ocih
Space Mermaids
#76 - 2014-07-24 19:26:11 UTC
I don't want advanced Industry skills. I want accountability and visibility in industry.

You build it, you put your name on it or in the case of EVE your corporation name. Not only does this allow the players to boycott corporate Industry it shows where there are monopolies in industry. One could argue it's an opportunity for epeen too. Space Mermaids becomes known for Prophecy Hulls or more realistic, a Goon corp becomes noted for Archon hulls. It also allows us to prove or disprove myths of how noob corps are the Industrial pulse.
Captain StringfellowHawk
Forsaken Reavers
#77 - 2014-07-24 19:33:48 UTC
Ocih wrote:
I don't want advanced Industry skills. I want accountability and visibility in industry.

You build it, you put your name on it or in the case of EVE your corporation name. Not only does this allow the players to boycott corporate Industry it shows where there are monopolies in industry. One could argue it's an opportunity for epeen too. Space Mermaids becomes known for Prophecy Hulls or more realistic, a Goon corp becomes noted for Archon hulls. It also allows us to prove or disprove myths of how noob corps are the Industrial pulse.


With how quick assets die in eve I think this would be a wasted time for the development team. I do love it don't get me wrong, there are other games out that you put your name on what you make. But EVE's level of destruction with how a capital fleet could get wiped out at a moments notice, I think it would be a waste of assets.
MeBiatch
GRR GOONS
#78 - 2014-07-24 19:33:55 UTC
might i suggest a sticky for this topic?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#79 - 2014-07-24 19:56:02 UTC
Team Administration

You receive, per level, (5% * the fraction of the system's bid that you provided.) of a teams fees

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

MeBiatch
GRR GOONS
#80 - 2014-07-24 20:12:59 UTC
Steve Ronuken wrote:
Team Administration

You receive, per level, (5% * the fraction of the system's bid that you provided.) of a teams fees


or maybe a skill that could increase the ability of the teams?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.