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Science & Industry

 
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Outpost manufacturing

Author
Charles Ohmiras
Temp2520
#1 - 2014-10-23 12:38:24 UTC
Hi all,

I've been trying to find the info on whether or not outposts give me bonuses. Do they? I've been looking for hours and I cant find an explicit statement on whether they do or not provide a reduction in materials used.

Also, what is the maximum possible material reduction possible, besides the 10% from research?
Tau Cabalander
Retirement Retreat
Working Stiffs
#2 - 2014-10-23 15:02:05 UTC  |  Edited by: Tau Cabalander
You can reduce material by outpost upgrades and hiring a team. There is also a reduction on job installation cost, which is very significant when building capitals (and can compensate for the team cost).


http://community.eveonline.com/news/patch-notes/patch-notes-for-crius
Patch Notes For Crius wrote:
Outposts

* All player-made outposts now have a 50% reprocessing facility by default, while the Minmatar outpost starts at 52%
* Amarr, Caldari and Gallente outposts may be upgraded with refinery improvement platforms to 52%, 54% and 57% reprocessing efficiency to ores and ices (not applicable to other items)
* Minmatar outposts may be upgraded with refinery improvement platforms to 54%, 57% and 60% reprocessing efficiency to ores and ices (not applicable to other items)
* Improvement platforms that added manufacturing slots instead increase Material Efficiency by 1%. This may be cumulated
* Improvement platforms that added research slots (ME, TE, copy, invention) now reduce research costs by 10%. This may be cumulated on a multiplicative manner
* Assembly line settings for industry jobs have been added to outposts. They are available under the "Station Management" window for outposts owner, and have similar options to Customs Offices. They allow players to filter access and set taxes based on corporation standings

http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/
EVE Industry - All you want to know wrote:
PRICING MODIFIERS

There are a range of modifiers that further affect the final price.

1. A reduction in price based on the stations and upgrades present in a system. Stations, Factional Warfare upgrades and certain outpost upgrades provide beneficial multipliers to costs. For any applicable job in a given system, the multipliers for all the stations and upgrades in that system are multiplied together with the base price. See Appendix 2 for a full list.

*Also note*: nullsec outpost upgrades which previously added manufacturing lines to the station, will instead offer a 1% material use reduction (i.e. an additional ME-1%) per upgrade installed.

2. Teams will increase job costs when they're used. This cost is a simple percentage increase, and will be listed in the team's information.

3. Facilities can impose a tax on jobs within that facility. For NPC-owned facilities, this is a flat 10%, meaning a 1.1x multiplier to the job price. For player-run outposts, this can be configured by the owners. For starbases, setting taxes won't be supported in the initial release but we are investigating supporting this in future after player feedback.

APPENDIX 2: Station cost modifiers
Operations Manufacturing output multiplier Research output multiplier
Amarr Factory Outpost 0.5 0.6
Manufacturing (Nullsec conquerable) 0.6 0.8
Caldari Research Outpost 0.6 0.5
Gallente Administrative, Minmatar Service Outposts 0.6 0.6
Cloning (Nullsec conquerable) 0.7 0.7
Factory, Shipyard, Assembly Plant, Foundry, Construction Plant, Biotech Production 0.95 0.98
Warehouse, Chemical Storage, Academy, School 0.97 0.98
Testing Facilities, Reprocessing Facility, Chemical Refinery 0.97 0.97
Biotech Research Center, Research Center, Biohazard Containment Facility 0.98 0.95
[All others] 0.98 0.98

Teams and the Revamp of Industry in EVE Online
Team Up: Industry Work Teams
Charles Ohmiras
Temp2520
#3 - 2014-10-23 15:06:06 UTC
Thank you Tau, Should have read those notes more closely.