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Player Features and Ideas Discussion

 
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PI Needs Some Love Version 2

Author
Ryno Caval
Native Freshfood
Minmatar Republic
#1 - 2014-08-26 21:52:25 UTC  |  Edited by: Ryno Caval
I think that PI has been neglected quite a bit since it has been introduced. First off, generally speaking when building a PI colony if you are building the colony with a specific goal in mind as a singular capsuleer or with a broader goal as a corporation in mind there is no real way to make it as streamlined as the industry and research system has now become. If you are going to streamline one facet of industry I think it is only reasonable to look into updating and upgrading the others to make them much more user friendly as well as adding a layer of immersion and mutual goal achievement, which this game has been based around as far as I've known it. I have a few ideas I would like to share and get feedback on positive, negative, and otherwise. I feel as if they are good ideas and have discussed them with many other players who have agreed but would like to open it to a larger forum (pardon the pun) and get a greater spectrum of input

- The ability to link colonies amongst corpmates and with this an added role of Colony Manager, incorporated into this would be new structures such as The Corporation Command Center, which would open up the ability to link planetary colonies amongst corp members, the Corporation Storage Facility, where the Colony Manager has the ability to route materials to specific corp member's colony. This leads to another new structure available to the corp member themselves, the Colony Export Center where materials are routed to and stored and must be moved by expedited transfer by the Colony Manager(s). Along with this the Colony Manager has full visibility of all colonies being ran by the corporation on said planet when the Corporation Command Center is on the planet and can see what the processing units are crafting.

-A colony placement memory feature. When setting up a PI colony capsuleers know what they have in mind as far as end result. Once they become proficient the only thing that is not static in form is the placement of the extraction units and the heads of said units are within the colony. Typically speaking if your goal product is something you already know prior to building your colony, you tend to set you colony up the same depending on the P level of planetary commodity that is desired and the level of command center upgrade skill that player has.

-The ability to hold down shift ,control, or alt as modifier keys during colony creation to create multiples of the same structure as well as to be able to multiple select structures of the same type and run the same program on each processing unit as well as routing the same location, rather than having to select one at a time

I greatly look forward to what kind of feedback everyone has for me and to see if anyone can improve on these ideas or even if they do get incorporated into the game somehow

Ryno Caval
House Of Praetor
Fidelas Constans
Wolf Merrik
A Line of Descent
#2 - 2014-08-27 04:30:24 UTC
Hear, hear

PI Definitely could use an overhaul.

There is so much potential for the PI system, and even though it is a great way to make a production flow for your self, corp, alliance, etc : it does seem to be lacking the complexity and smoothness and finesse that a lot of Eve Industry/Commerce programs have.

Quote:
-The ability to hold down shift ,control, or alt as modifier keys during colony creation to create multiples of the same structure as well as to be able to multiple select structures of the same type and run the same program on each processing unit as well as routing the same location, rather than having to select one at a time


The above mentioned alone would be an AMAZING start.
Manus Abyss
School of Applied Knowledge
Caldari State
#3 - 2014-08-27 13:03:31 UTC
Good ideas,
overhaul is indeed needed. One feature was also brought up by me yesterday. Its called "Reusable Structure Templates" for PI.

https://forums.eveonline.com/default.aspx?g=posts&m=4952955#post4952955

greets


Kari Trace
#4 - 2014-08-27 13:59:05 UTC
What is PI? /sarcasm

Agreed with OP. When PI was released personally I was all on it. Now I dont even bother. It has been a feature that held great promise but just floundered. Iteration needed.

I like making things explode.

Kari Trace

Rivr Luzade
Coreli Corporation
Pandemic Legion
#5 - 2014-08-27 20:15:05 UTC
1 thing, which should be fixed, ie. made less of a click fest, is the route creation from the storage area of a launch pad to the processors.

Currently I have to click on the Storage icon, double click the item, double click the destination. Then I have to click again on the storage icon to open the storage again in order to create another route from the same launch pad. I am perfectly fine with the double clicks to start the route making and to confirm-chose the destination, but this 1 click again and again and again on the storage icon to open the storage after every route drives me nuts. Why can't the storage stay open?

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Ryno Caval
Native Freshfood
Minmatar Republic
#6 - 2014-08-30 01:37:24 UTC
Thanks for the feedback thusfar I would like this to gain some visibility so maybe some Devs may read it so if you know anyone who may be interested in something like this let them read this post get some upvotes and get this some visibility otherwise its just another ranting PI post for nothing.
Jack Reafman
The Scope
Gallente Federation
#7 - 2014-08-30 09:38:32 UTC
Rivr Luzade wrote:
1 thing, which should be fixed, ie. made less of a click fest, is the route creation from the storage area of a launch pad to the processors.

Currently I have to click on the Storage icon, double click the item, double click the destination. Then I have to click again on the storage icon to open the storage again in order to create another route from the same launch pad. I am perfectly fine with the double clicks to start the route making and to confirm-chose the destination, but this 1 click again and again and again on the storage icon to open the storage after every route drives me nuts. Why can't the storage stay open?



I'd like to go one step further with that. Right now, say you've got an extractor, and it has a link with your launchpad, and the launchpad has a link with your factory, and you want the item to go from the extractor to the launchpad then to the factory. You open the extractor, click the product, tell it to go to the launchpad. Then tell it to go from the launchpad to the factory. If the link is from the extractor to the launchpad, why the extra step? Well, without the extra step your extractor is just going to keep sending things to the factory without unloading it to the launch pad, and without waiting to make sure the factory has space for it right then, and you lose product.

Why not simply tell it to go from the extractor to the factory, and have the system understand that since the link passes through the launchpad that the items are going to stop there and wait until the factory is clear before proceeding? Now, if you're the guy who made a link from the extractor to the launchpad, and a separate link from the extractor to the factory... well... yeah, that's just silly, and if you end up losing product that's on you.
Xaldafax Caerleon
Veritas Theory
#8 - 2014-09-01 17:03:08 UTC
Any type of upgrade and enhancement is welcome!