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Player Features and Ideas Discussion

 
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Queueing production jobs

Author
Thenoran
Tranquility Industries
#1 - 2014-11-24 23:22:37 UTC
I've been back in EVE since a long while and noticed a lot of industry changes, especially with a lot of T2 module production and Invention times (finding out about Invention only using one run instead of the whole BPC was a big surprise).

After the ability to run multiple runs of Invention on a blueprint, there was one thing I was wondering about, would it be possible to queue multiple production jobs behind one another?

I can play EVE for about 2-3 hours in an evening so running only 3-4 hour or 7-8 hour (depending on module size) blueprints isn't making the most of my time. At the same time, many of the blueprints that would require closer to 24 hours (ships, ammo) have much longer Invention times so I don't end up with enough BPCs to fill all the production slots I have.

With the removal of station manufacturing slots, would it be an idea if you could queue jobs on your slots?
Say you have 30 blueprints, each taking 8 hours to completely run through.
As it is, I can run a cycle of 10 blueprints a day since they complete when I'm not able to play EVE.
It would thusly take three days to run through all of them.

If I could queue them up so that I can run through 30 blueprints with the same 10 slots but queued behind one another, all the blueprints could be done in a day.

Each of my character's production slots would end up as its own queue and when placing jobs the game looks for the best available one. So after the first 10, the next job would have to be queued up behind one my active jobs as 10 jobs is my current maximum.

You'd still need the 30 blueprints at the start so nothing changes material or ISK wise.

I'm not entirely sure how it would work with job costs (maybe add a small additional cost for queued jobs) but I'm sure that could be figured out.

The only other issue I can see is how the jobs would end up being delivered, unless it is possible for the delivery to take multiple queues into account so that in my example, each delivery would return the products of 3 blueprints rather than just one.

I suppose it could lead to certain items being flooded on the market so I'm interested in hearing any thoughts and discussions. Smile
Brutalis Furia
Hammer and Anvil Industries
#2 - 2014-11-26 07:05:13 UTC
I think no.

While I like the convenience of it, it's too open to abuse.
suid0
Pandemic Horde Inc.
Pandemic Horde
#3 - 2014-11-26 09:03:08 UTC
Thenoran wrote:

After the ability to run multiple runs of Invention on a blueprint, there was one thing I was wondering about, would it be possible to queue multiple production jobs behind one another?


Technically this has always been how it worked. All the invention stuff did was allow you to set the number of runs, you have already been doing this when manufacturing. When you set your manu job to 10 runs, that is queuing.

What you are asking for is a form of automation, you cannot be there so you'd like to preload instructions and have the game play itself for you. I doubt anyone will back you on this as it would just destroy profits even further.

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Ix Method
Doomheim
#4 - 2014-11-26 09:15:20 UTC
Brutalis Furia wrote:
I think no.

While I like the convenience of it, it's too open to abuse.

Please explain.

Travelling at the speed of love.

Iain Cariaba
#5 - 2014-11-26 16:38:34 UTC
Ix Method wrote:
Brutalis Furia wrote:
I think no.

While I like the convenience of it, it's too open to abuse.

Please explain.

I dunno, the post above your's, while not by the same individual, seems to explain it pretty well.
NFain
Sebiestor Tribe
Minmatar Republic
#6 - 2014-11-26 17:01:45 UTC
I don't think it's completely a form of detrimental autonomation. Remember the player will still have to create those 30 jobs. Possibly restrict the queue to 2 full loads? (22jobs)
Thenoran
Tranquility Industries
#7 - 2014-11-26 20:30:16 UTC
As mentioned you will still need to get all the materials to start the jobs.
Rather than just the material for the 10 jobs, you will need to bring the materials for all 30 and they will be in the queue for the entire duration.

At something like a POS that could even be a risk if it ends up being destroyed.

You'd also still have to set the queues one by one manually.
The only real difference is that the job is started once the previous one in that production slot finishes.

I'd also put in a limit of either 24 hours max per queue or a limited amount of queued jobs per slot.
Ix Method
Doomheim
#8 - 2014-11-26 21:14:28 UTC
Iain Cariaba wrote:
I dunno,

Alas, the problem with most of your posts.

Thenoran wrote:
I'd also put in a limit of either 24 hours max per queue or a limited amount of queued jobs per slot.

This is it, obviously having people logging on to setup their queues every 30 days wouldn't be great but in situations where you need to build little bits and bobs this idea really shines.

We've already established having people log on every couple of hours was terrible for invention, there's plenty of crossover with manufacturing.

Travelling at the speed of love.

Komi Toran
Perkone
Caldari State
#9 - 2014-11-26 21:25:13 UTC
I would support a skill that gave you 24 hours of queue at level 5.

Why a skill?

Hopefully to restrict the inevitable flood of "CCP GIV ME 48 HOUR QUE" posts that would drown F&I in the aftermath.
Thenoran
Tranquility Industries
#10 - 2014-11-26 23:11:40 UTC
A skill could work, one that requires some investment in Production skills to avoid too quick and easy access to it.
Say Industry V and Advanced Industry IV.

First level gives 5 hours, with 5 hours added for each subsequent level to a maximum of 25 hours.