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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
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#161 - 2014-08-08 18:17:39 UTC
Hakan MacTrew wrote:
Judgement Sunwalker wrote:
I explained a bit more, where you don't need to have too many new combinations for every single item. I sorry if it doesn't make too much sense, I half-assed the explanation. So I'm going to re edit the whole post, and add more examples and give more details. So it might take me a couple hours.

Ok, so we end up with new 'meta' equivelants for various things, (ammo in this case,) which become the new standard which relegate the baselines to pointlessness.

When was the last time you fitted a T1 module that had a meta alternative?

I think meta levels need looked at a similar way to how ship tiers were changed.

Not only do we not see much use out of baseline T1 items, oftentimes meta 1 and 2 don't get used much either.

They all need to have tradeoffs and improvements that makes choosing between meta levels more than just, higher is better.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#162 - 2014-08-08 21:58:49 UTC
Module Optimization: gives an x% chance at a pirate/faction bpc by using meta level modules and the reverse engineering mechanic. The metas are consumed as your capsuleer strips out the best components and junks the rest.
Laendra
Universalis Imperium
Goonswarm Federation
#163 - 2014-08-08 22:51:04 UTC
Not sure if this is necessarily needed to be a skill, or just a process...but it is something that I feel should be doable by industrialists. Perhaps it is unlocked by Advanced Industry V

Industrial Scaling - Take advantage of economies of scale by merging multiple blueprint copies into one blueprint copy with an equal number of total runs combined and the same research levels as before. If all copies are not of the same research levels, the output is set to the lowest levels for Time and Material.

It should be instantaneous and not cost anything, much like ore compression.



Perhaps having Advanced Industry V as a pre-requisite, you could have another skill.

Advanced Research - Ability to perform Material or Time research on blueprint copies, 1 job per level.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#164 - 2014-08-08 23:00:35 UTC
Xindi Kraid wrote:
Hakan MacTrew wrote:
Judgement Sunwalker wrote:
I explained a bit more, where you don't need to have too many new combinations for every single item. I sorry if it doesn't make too much sense, I half-assed the explanation. So I'm going to re edit the whole post, and add more examples and give more details. So it might take me a couple hours.

Ok, so we end up with new 'meta' equivelants for various things, (ammo in this case,) which become the new standard which relegate the baselines to pointlessness.

When was the last time you fitted a T1 module that had a meta alternative?

I think meta levels need looked at a similar way to how ship tiers were changed.

Not only do we not see much use out of baseline T1 items, oftentimes meta 1 and 2 don't get used much either.

They all need to have tradeoffs and improvements that makes choosing between meta levels more than just, higher is better.

I think I remember reading something about this. I am sure it is on the road map.

Pretty sure the meta modules will be 'equal' (ish) to standard T1, but will have benefits and drawbacks based on a balancing formula. Pretty sure multiple Faction mods were going to recieve a similar treatment, gaining and losing benefits depending on the racial predispositions.
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#165 - 2014-08-09 00:13:37 UTC
Hakan MacTrew wrote:
Xindi Kraid wrote:
Hakan MacTrew wrote:
Judgement Sunwalker wrote:
I explained a bit more, where you don't need to have too many new combinations for every single item. I sorry if it doesn't make too much sense, I half-assed the explanation. So I'm going to re edit the whole post, and add more examples and give more details. So it might take me a couple hours.

Ok, so we end up with new 'meta' equivelants for various things, (ammo in this case,) which become the new standard which relegate the baselines to pointlessness.

When was the last time you fitted a T1 module that had a meta alternative?

I think meta levels need looked at a similar way to how ship tiers were changed.

Not only do we not see much use out of baseline T1 items, oftentimes meta 1 and 2 don't get used much either.

They all need to have tradeoffs and improvements that makes choosing between meta levels more than just, higher is better.

I think I remember reading something about this. I am sure it is on the road map.

Pretty sure the meta modules will be 'equal' (ish) to standard T1, but will have benefits and drawbacks based on a balancing formula. Pretty sure multiple Faction mods were going to recieve a similar treatment, gaining and losing benefits depending on the racial predispositions.

I think they might have mentioned it at the last fanfest, but so far no news on when it's going to happen.
Atkyaz Dreadstalker
Killer Sea Monkeys
#166 - 2014-08-09 03:06:14 UTC  |  Edited by: Atkyaz Dreadstalker
So, We are looking at adding advanced industry skills. Something that will add game play to veteran players, without gimping new players. Some thing cool, that adds utility, but not advantage.

I am thinking just based on the name, advanced industry, it should be stuff that adds advanced abilities due to exceptional understanding of how industry works.



1- this one is a little far fetched, but might be cool. How about a skill like re-engineering, you can re-engineer modules to raise their meta level. This would allow highly experienced industrial players to produce modules that are otherwise only available as loot drops. Rather than just the basic meta 0 or T2 stuff. Maybe even so far as to re-engineer T2 meta 5 level modules into faction modules, or Faction modules into ded modules.

It would of course all need to be chance based, just like invention. The chances of getting a ded module could be low, say 10% chance of success, keep in mind you would be starting with an expensive faction module, While producing the common meta 4 from basic T1 would be a 95% chance with the skills maxed.



2- What about a skill that increases specialized cargo holds, like ore holds or fleet hangers, not normal cargo as that would require freighters to be rebalanced again. I am thinking understanding of advanced industry and how ships are built allows you to make better use of specialized cargo space adding say a 4% per level bonus to specialized cargo bays (20% at level 5). At level 5 it would be equal to an expanded cargo hold module, except that those holds are not affected by the modules, so not stacking issues. it would add a way to enhance those special cargoholds.



3- It would be really cool to have a set of skills that when trained by a CEO can affect attributes of POSes owned by the corp they are CEO of. Having a complete understanding of advanced industry (skill to 5) allows you to get the most out of starbase towers owned by your corp. perhaps several skills affecting anything from power grid and CPU, to shield and armor resists, or even fuel consumption.



My point is, having advanced industry trained to 5 as a prerequisite does not necessarily mean the skills have to be directly industrial related, they could be skills that allow you to apply industrial knowledge and understanding to other tasks.

That knowledge could even go into combat skills. for example, being an expert in advanced industry allows you to push the systems of your ship a little further than a pilot without detailed knowledge of how those systems are constructed.

4- Say for example, have a high tech weapons upgrade fitting skill that has both advanced industry and Advanced weapon upgrades as prerequisites. it reduces fitting costs of weapons just a little bit further. I am thinking about how Scotty on star trek was able to enhance the performance of the enterprise through detailed knowledge of how the systems were put together and how they worked. i.e. advanced industrial knowledge. Put that knowledge to use outside of just the construction of the equipment.
Amerilia
Zansha Industries
#167 - 2014-08-10 09:46:04 UTC  |  Edited by: Amerilia
"Automation"
For each level, allow one additional industry job to be scheduled, which starts as soon as a job slot becomes available.

Especially useful for invention, as many inventions take less time than a night's sleep, and therefore applies to "Advanced Industry"

Could split that into two, one or each manufacturing and research.


Edit: Just realized this has been asked for already, well my support for the idea then.
Grenn Putubi
Sebiestor Tribe
Minmatar Republic
#168 - 2014-08-14 02:49:03 UTC
CCP Greyscale wrote:

Sentient Blade wrote:
Specialist Recovery - 10% per level recovery of input materials when cancelling a job.


Erutpar Ambient wrote:
-Self Sufficient: Reduce the impact your jobs have on the system by 5%



These are very cool. More stuff like this, to change variables you don't normally think of, are of great interest to us :)


I like both of these ideas, the numbers probably need to be checked for balance.

Since there are ways to reduce the taxes paid for every other activity I can think of I don't see a reason for there not to be a skill to reduce the tax paid for industry. 10%/level for a 50% reduction in taxes paid at NPC stations would mirror most of the other tax reduction skills such as Customs Code Expertise. A bit boring perhaps, but something everyone would agree with and follows the existing system.

One of my favorite indy changes was the ability to control research and production based solely on distance without being restricted by region. I'd love to see that range increased further, so a new skill the requires Adv Indy 5 and Supply Chain 5 that increases production management range by another 5 jumps per skill level would be awesome. Could make a matching skill that requires Adv Indy or Adv Lab Ops 5 and Scientific Networking 5 to increase research operation range by an additional 5 jumps per level too.

I haven't done any bidding for Teams but I think it'd be cool for there to be a skill for that. Perhaps something like 'Specialized Labor Contracting - Increases the value of your bids for Teams by 5% per level' so you bid 1mil and it would count for 1.25mil while only costing you the 1mil. Not sure how balanced that would be since I haven't really played with the Team Bidding system at all.
Argent Rotineque
The Scope
Gallente Federation
#169 - 2014-08-14 05:59:09 UTC
I'd like to see each level open up different tradeoffs of cost/time/material efficiencies (nothing huge, but allow someone to do a precision job that raises the job cost and time significantly but shaves a slight fraction off the material cost, or rush jobs that have a big time savings in exchange for higher job costs and more waste, perhaps one that reduces the job cost for longer time/material usage etc).
Apelacja
Sad Najwyzszy
#170 - 2014-08-14 14:33:03 UTC
freighters warp speed increase - name of skill doesn`t matter some capital industrial warp drive operation or whatever.

Aeana K
Republic Military School
Minmatar Republic
#171 - 2014-08-19 08:26:31 UTC  |  Edited by: Aeana K
Industry espionage skill.

Spy installed jobs in "X" distance (modified by the skill), and have a chance (modified by sthe skill) to take a copy of the installed BP.

make it a crime in HiSec.

EDIT: actually, it would be a set of skills regarding the topic, giving a profession branch.
Pic'n dor
Sebiestor Tribe
Minmatar Republic
#172 - 2014-08-19 21:45:42 UTC
Pack Rat : +5% capacity of standard and secure container

Advanced Pack Rat : +5% capacity of freight container (req PR 5)

Strategic Pack Rat : +5% capacity of siphon, tractor unit and mobile depot (req APR 5)

Corporate Hangar Mastery : +5% capacity of corporate hangar (req APR 5)

http://hydra-media.cursecdn.com/fallout.gamepedia.com/thumb/d/dc/Pack_Rat.png/163px-Pack_Rat.png


COUCOU TOUCHE TOUCHE

Justin Cody
War Firm
#173 - 2014-08-24 02:51:53 UTC
CCP Greyscale wrote:
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



Have you ever considered some sort of synergy bonus to having certain level 5 skills trained rather than simply a new tier?
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#174 - 2014-08-24 20:19:35 UTC
Aeana K wrote:
Industry espionage skill.

Spy installed jobs in "X" distance (modified by the skill), and have a chance (modified by sthe skill) to take a copy of the installed BP.

make it a crime in HiSec.

EDIT: actually, it would be a set of skills regarding the topic, giving a profession branch.


While I think that being able to 'steal' copies of installed BP's is ridiculous and detremental to industry, you did give me an idea...

Eruptar Ambient had the idea of "Self Sufficient - 5% reduction on personal impact on cost index."

How about using 'Espionage' to increase the effect?

Not a fully fleshed out idea yet, but it could be used to increase the running costs and decrease the profit margins of rivals. Not exactly sure how this skill would/could be implemented, but the concept is interesting.
DrysonBennington
Eagle's Talon's
#175 - 2014-08-24 20:59:23 UTC  |  Edited by: DrysonBennington
Advanced Refining Procedures Skills so we can refine Banidine, Augumene, Mercium, Pithix, Green Arisite, Oeryl, Geodite and Polygypsum into minerals.

Maybe even new mineral types that when added to the manufacturing process of a module or ship will give it enhanced capabilities.


For example when Banidine is refined into Mineral X1 and then added to the Advanced Construction Options for a T2 Ion Blaster the Ion Blaster would receive a bonus to either fitting, damage, optimal range, tracking, falloff, reload time or overload bonus.

Each type of ore listed above would fit into a certain category of manufacturing such as Banidine for weapons, Augumene for armor, Mercium for shields, Pithix for propulsion, Green Arisite for mining modules and crystals, Oeryl for T2 scripts, Geodite for ship bonuses and Polygypsum for Nertle.

The bonuses would be controlled by the amount of mineral X1 put into the module or ship manufacturing.

For example using 10,000 units of mineral X1 from Banidine would reduce the fitting cost of the T2 Ion Blaster by 5%, 20k units would increase the tracking speed by 5%, 22k units would decrease the reload time by 5%, 25k units would increase the falloff by 5% along with the optimal range, 30k units of mineral X1 would increase the damage modifier of the Ion Blaster by 5%.

You would have to use one of the stations Advanced Refineries to refine the ore listed above which would be very limited across the New Eden Universe of maybe two or three such Refineries located in each Empire. You would also have to meet very stringent guidelines in order to use the Refinery.

This along with the new skills involved would make manufacturing more fun and interesting and would actually give the manufacturer more options to sell their products to prospective buyers with.
Qmamoto Kansuke
Killing with pink power
Penguins with lasorz
#176 - 2014-08-26 13:47:17 UTC
Kenneth Skybound wrote:
Skill ideas:

Site Director: -2% Build time per level when docked at station/within force field range of job location.

Advanced Industrial Reclamation: Allows reprocessing of non-ores as an industry job. Requires a blueprint for the item (consuming 1 run per item), unbuilds in 50% build time for a base 70% recycled amount, recycled amount affected by scrap metal reprocessing skill. AIR skill reduces unbuild time by 10% per level.

Extended Research Processes: Allows for the queuing of invention jobs, +1 job per level to a max of 6 queued jobs.

And one a bit different, Spatial Compression: +5% container capacity for compressed space containers (eg GSC's).


I second that there should defo be a skill for queing jobs because some invention timers are plain nightmare at the moment.
Manus Abyss
School of Applied Knowledge
Caldari State
#177 - 2014-08-26 16:16:14 UTC
Invention Management: Allows serial execution of invention jobs. Adds 1 job that can be chained to another per skill level.

please add :)
Anthar Thebess
#178 - 2014-08-27 13:03:41 UTC
Remove this skill?
CCP Greyscale
C C P
C C P Alliance
#179 - 2014-09-01 15:35:54 UTC
Posting to say I've not forgotten this.
Medalyn Isis
Doomheim
#180 - 2014-09-01 22:20:14 UTC
I'm very happy with the advanced industry skill. It has sped up my invention/copying which is a massive boost to me for invention and building from copies. Perhaps increase it to 4% if possible, although 3% is still a decent boost in my mind.