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[New structures] Assembly Array and Research Laboratories

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Author
Bussan
Kabukicho
#101 - 2015-04-06 11:51:49 UTC
In general I like the new system, or at least we can say that I'm happy that they finally decided to change this part of the game, as it was pretty annoying and time consuming.
But, even if the new system is quite different from the old one, looking better at it, I think it doesn't really change things THAT much... I mean, before we had a bubble with inside the tower and the modules we needed.
Now we have no bubble, but just the "modules (with other modules inside...)".
People that used a POS for more than just 1-2 things, will be forced to use some of the new structures at the same time, to have the same results.

So it might be cool and nice for all the people that were using a pos for simple stuff, but for most of the industrialists, or corps using POSes for industry, stage, storage, wh, whatever... will just have an increased confusion and workload.
I know that you can put different arrays even in a structure that is not specialized for that kind of array, but let's be honest... unless you manufacture/research /etc mostly for fun, you cannot do that. Indutry in EVE is very competitive, so industrialists cannot loose bonuses like that, and still make isks.
That's why they will use multiple specialized structures. Making it a hell to handle them all.

How to make things easier? more efficient?
Not so sure... looks difficult... but FOR SURE having to move stuff around in different structures with ships is going to be really really annoying and time consuming... not fun at all.
First of all, get rid of the 1000000000 hangars, that make things confusing. Just make one single hangar (or one single "set" of hangars, like in a station), that will be shared by ALL the arrays/services in that structure.
So, for example, I won't need to move the minearls around every time I wannt manufacture something. Simply all the specialized arrays will get the materials they need from the same hangar. Or different ones... just let us set the single arrays "preferences" about where to find the bpo/bpc and the materials they will use. Based on t he single array, not the single bpo in that single array...

Then, why not keep some of the basic ideas of the old pos?
The structures will work stand-alone perfectly fine, and mostly will be used like that. But for people that will need more than one, let them "link" the structures somehow... in a way that will be possible to share the storage of all the structures, and avoid 10000 flights from one structure to the other just to move materials or bpo.
For example there can be another structure that will be the "core" of those "space cities", that will just merge the storage of the different structures, and maybe act like a fuel tank too.... so the owner can just put all the fuel in a single place to keep online all his structures.
If it feels like it's too good, for example you can have to sacrifice one slot, or one rig, to create the link to the core, that can handle only a fixed amount of links.

I mean, it's nice to make people fly more, go around and whatever... but too much will just make people quit it, because not fun at all.... at least for me it's not fun to go back and forth from one structure to the other 1000 times, even if they are anchored almost at the same place.
Arctic Estidal
Viziam
Amarr Empire
#102 - 2015-04-07 14:54:27 UTC
It would be great to have these structures be able to be placed next to the Market Headquarters (XL Structure) and then connect the structures.

So all blueprints, invention, manufacturing, market orders etc can be managed from the one connected structure. If I need to move my pod or ship between multiple structures continually this will be too tedious.

Currently I can be in the main outpost and undertake all the activities that I need too. The structure may not have all the best bonuses but this option needs to remain available.

Currently I am manufacturing and managing over 600+ sale orders, so this needs to be considered.
Rowells
Blackwater USA Inc.
Pandemic Horde
#103 - 2015-04-07 17:13:55 UTC
do we know if we're looking at similar bonuses to current outposts for the XL structures?
Sarah Eginald
Git R Done Resources
#104 - 2015-04-08 12:46:33 UTC  |  Edited by: Sarah Eginald
Arctic Estidal wrote:
It would be great to have these structures be able to be placed next to the Market Headquarters (XL Structure) and then connect the structures.

So all blueprints, invention, manufacturing, market orders etc can be managed from the one connected structure. If I need to move my pod or ship between multiple structures continually this will be too tedious.

Currently I can be in the main outpost and undertake all the activities that I need too. The structure may not have all the best bonuses but this option needs to remain available.

Currently I am manufacturing and managing over 600+ sale orders, so this needs to be considered.



Here is an Idea that maybe 2 paths for an XL structure you can add on to your existing structure to make it grow. Or you can buy an XL structure.

Your considering mooring ships why not do the same with structures. You can moor/anchor another structured next to the first creating a larger structure.

I think for building your space empire this would make sense. This way a corp or alliance can add structures to expand there structure for their needs instead of having to buy a bigger structure.
Sarah Eginald
Git R Done Resources
#105 - 2015-04-08 15:18:43 UTC
I also have a question about the rigs on these structures. Are they going to be setup so a person can scoop them up without destroying the rigs or how can a person move a structure without destroying the items that are more valuable then the structure itself.
Spencer Owl
Viziam
Amarr Empire
#106 - 2015-04-10 00:06:44 UTC
My only input on this is if they aren't a single structure then make sure the two can communicate. Moving blue prints to and from a production facility/laboratory is going to be risky business if you have to do it more than you do now.
Soleil Fournier
Fliet Pizza Delivery
Of Essence
#107 - 2015-04-11 01:06:20 UTC  |  Edited by: Soleil Fournier
I would like 2 different assembly arrays:

Regular assembly array for most industry needs/products.
Capital shipyard.

All capital ships would need to be built in the capital shipyards. Think of your favorite Sci-Fi TV show/movie capital shipyard assault and model them as such.


Then, perhaps, limit all capital shipyards to Sovereignty space. The major wars sparked by assaulting opponent capital shipyards would be epic, and would give sov space a unique focus in the industrial world by providing capital products to the rest of New Eden.
minumin
Corellian Trading Corporation
#108 - 2015-04-11 08:53:25 UTC
Kenneth Feld wrote:
Hairpins Blueprint wrote:
CCP Ytterbium wrote:
Hello people,

We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog.

This particular thread is going to focus Assembly Arrays and Research Laboratories.


  • Assembly Arrays focus on manufacturing of the numerous EVE Online items, ships, modules, structures, components and etc... used in-game.

  • Research Laboratories are dedicated to blueprint research (ME, TE), blueprint copying, Tech II and Tech III blueprint invention, and datacore spawning.



The Big Question is, what happens when some one is burning capital bpo's in pos during the change? Some of those jobs take more that 160 day's!




I have asked this already in 2 different threads and been ignored......

That typically means they don't have a clue how to handle it and that you will get shafted after it comes out, like I did during Crius already. It only cost me about 25 bil though, so not too bad

they should just try to implement fractional researching of bpos
or pausing researching bpos, keeping the progress made
for example i start now a research from me9 to me10, taking 50 days
i pay 50 mil isk for this
after 40 days i need to pause the research for various reasons (need to take down pos, hostile patch incoming etc)
the bpo returns to my hangar , but with me 9.8 (40/50=80%) or something like that
i get back 10 mil (reimbursement for research time not spent)
as a downside, maybe the bpo should be locked to not allow using it for manufacturing or bpc copying till you finish researching it
Banko Mato
Republic University
Minmatar Republic
#109 - 2015-04-11 22:49:07 UTC
minumin wrote:

as a downside, maybe the bpo should be locked to not allow using it for manufacturing or bpc copying till you finish researching it


Or always use the rounded down ME/TE value for copying or manufacturing calculations
13kr1d1
Hedion University
Amarr Empire
#110 - 2015-04-25 01:18:40 UTC
My research lab at POS has stopped working completely. This is great.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Brutalis Furia
Hammer and Anvil Industries
#111 - 2015-04-26 01:46:43 UTC
Passive datacores? no.

Any change that takes away a player activity is bad. It's as simple as that.

I like the idea of creating a scientific version of ore sites. It's a way to shift the creation of these items away from passive NPC generation to active player involvement.
FT Diomedes
The Graduates
#112 - 2015-04-26 03:31:56 UTC
Brutalis Furia wrote:
Passive datacores? no.

Any change that takes away a player activity is bad. It's as simple as that.

I like the idea of creating a scientific version of ore sites. It's a way to shift the creation of these items away from passive NPC generation to active player involvement.


They could very easily just put more data cores into the Data Sites. Then make it harder to get them from other NPC sources. This would make the Data Sites worth doing.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Eric Raeder
No Fee Too High
#113 - 2015-04-29 00:13:40 UTC
I see post after post referring to datacores being generated by passive research missions and how this should be removed. I am sitting here scratching my head. WTF? The number of datacores entering the economy from research agents is TINY. My understanding is that this was changed years ago, and most datacores now come from faction warfare loyalty point stores. I even checked my own research agents, which I haven't bothered talking to in over two years. I have accumulated enough research points to buy about 490 datacores from them. Worth about 50 million ISK on the current market. In two YEARS. get real, that won't even cover one day's worth of my invention jobs.

Where is the discussion about the real source of datacores, faction warfare?
Justin Cody
War Firm
#114 - 2015-05-12 01:26:44 UTC
CCP Ytterbium wrote:
Hello people,

We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog.

This particular thread is going to focus Assembly Arrays and Research Laboratories.


  • Assembly Arrays focus on manufacturing of the numerous EVE Online items, ships, modules, structures, components and etc... used in-game.

  • Research Laboratories are dedicated to blueprint research (ME, TE), blueprint copying, Tech II and Tech III blueprint invention, and datacore spawning.


As long as they have a significant advantage over station services then it is all good. Make Drug Labs part of the Research Labs category pl0x.

Also as an aside consider iterating on the whole drug meta. some nice weaksauce drugs for high sec and maybe some t2/3 drugs or faction drugs. Pirate factions should be tripping balls while fighting.
Kenneth Fritz
DND Industries
#115 - 2015-05-16 05:31:25 UTC  |  Edited by: Kenneth Fritz
Winter Archipelago wrote:
I'm still not a fan of the idea of datacores just being spawned in random containers or some such-not. As far as I know (and please correct me if I'm wrong), datacores all have corresponding science skills. Instead of simply 'spawning' them from a specific structure, a player could use their science skills to create the datacores.

Set it up so that a single player can have up to five lines, and switch the Research Project Management skill from allowing +1 research agent to +1 datacore lines, and let players create the datacores themselves using the structure and their science skills, with higher science skills yielding more datacores. It could roughly follow the current agent levels (science skill at level 1 would be akin to having a level 1 agent) for output (though, it would probably need a bit of a boost, depending on how much fuel the structure cost and how much it cost to build).



I like this concept but perhaps take it a bit further. Use the same basic concept but but add in that you need an item. Whether its a ship, module, ammo/charge, or rig that correlates to that skill. Depending on the lvl of the object it provides the base modifier while your skill in that particular field adds to if not further multiplies it. Thus rendering cores at the appropriate rate. In this way a guy with excellent skills can use a fairly mundane object for obvious benefit while someone who did not have the the skill would have to shell out a ton of cash for an item cool enough to give them the same level of return.

Who's your end of the world buddy?

Aker Krane
OMEGADYNE LABS
Rising Darkness
#116 - 2015-05-27 17:59:53 UTC
As most folks here have alluded to… the fixation on data cores is not very interesting or productive.
There are tons of places to get them already, and they are cheap.
Their price is relatively constrained by the availability of data sites and the isk per hour price of FW LPs.
As Eric Raeder points out, the player agent source of them is basically irrelevant.

If CCP wants to do something interesting, have it involve the decryptors. Lets level that field the rest of the way.
Let us invent and build our own decryptors with random chances of various ME, PE and Run values (all the way ME10/PE20).
The better the skills, better the chances of inventing a good BPC. No more free rides for folks with low skill points.

Make it so the new decryptors can be R&D’d ONLY in a Research lab.
If you allow them to be researched in HS NPC stations, 99% of them will be, and only a handful of folks will build the Research platforms.
Dini Mueter
Incompatible Protocol
#117 - 2015-06-19 13:51:35 UTC
It seems to me that this new structure idea is generally breaking up what used to be done in a single structure, into needing several different structures.

As an example, right now I'm running a medium POS, out of which I use a research lab to do ME and TE research on my BPO's, a design lab to make BPC's and invent T2 BPC's, a component assembly array to build some of the T2 components on the cheap, and an equipment assembly array to build the T1 and T2 items I'm going to sell.

Would it be correct to assume that when the new structures are implemented, I'll need two different structures, one for assembly and one for research? Will these need to be placed on different moons? Will they each have an upkeep/fuel cost required to run?

Senakawa Skor
Opulence Depths Industries
#118 - 2015-06-20 00:05:35 UTC
Regarding new types of mining, such as datacores that are being discussed a lot, why not have a very different market mechanic?

Datacores thematically represent stored observations of the universe for research purposes. Why does it make sense that I can transfer my consciousness but not data in a datacore? Make datacores un-stealable. They become a resource that take up no volume and can be instantly transferred between any containers you own across New Eden (like ISK).

The emergent gameplay then comes from how the datacores are produced in the eve universe. A new types of observation structure when deployed in space in the right locations produces datacores for the owner over time, instantly transferred to the container of their choice anywhere in New Eden. These structures can be destroyed, but there are no loot drops. In the simplest interaction, the price of the datacores varies with the number of corresponding observation structures currently deployed, so I have an incentive to destroy the observation structures not owned by myself as that reduces supply for the datacores I produce.

To enhance this competitive mechanism a bit, there are a number of possible tweaks that could apply to the production rates of each structures. This would give something akin to system cost indices with all sorts of interesting knobs that could apply.
- Production reduced in systems/regions with lots of observation structures (encouraging destruction of neighboring observation structures)
- Production increased in systems/regions with lots of observation structures (encouraging destruction of regional production zones and mutual protection of your own).
- Certain types of datacores only being able to be produced in certain regions, allowing for groups to create monopolies over production of some datacore types.
- User can select higher production rates but it makes their observation structure more visible to probing and more vulnerable to attack.
- Datacore production is in long batches instead of short batches, meaning if you aren't able to protect your observation structure for at least X days, you'll get nothing at all. Similarly, make this configurable with long batches giving higher production.
Zeera Tomb-Raider
Vega Farscape
#119 - 2015-07-03 14:34:33 UTC
Spugg Galdon wrote:
Datacore spawning is the only thing I don't really like.

Although you're doing something to remove the invulnerable passive generation of datacores, making them spawn and be scoopable isn't a way to "Farm" or "Harvest" datacores. It doesn't even feel like gameplay.

I've been thinking for a long while that datacores should be "mined". The way to do this would be to fly to a spatial anomaly or some kind of object in space and activate a type of (Hi Slot) analyser module on it. You would then harvest datacores (like mining gas or ore) by actually doing an activity in space. An activity that can be interdicted and disrupted.

The funny thing is that some of these spatial anomalies already exist in game. Some systems have strange spatial anomalies that cause damage when you get too close. We also have other things that could be used for datacore mining.

For example:

Every system in EvE has a star. These stars are different colours. So, why shouldn't each colour of star allow for different Analysis/Research to be carried out to gather datacores (Plasma Physics and nuclear physics are examples from a star).

Wormholes could produce graviton physics datacores when mined. (imagine people gathering around a WH to mine it!)

There are so many possibilities all of which can be super sci-fi.

There could also be a new range of ships with the specific role of gathering datacores.

This would be in and of itself an entire feature gameplay
Agree about the spawning of datacore.the rest not so mutch when it coms to datacore gathering that is,hear is a tred on it https://forums.eveonline.com/default.aspx?g=topics&f=270.thers no reson to wait years for change to R&D missions they all redy have the tools ingame for what i suggest in this tred,shud take them less than a week to implement if they relly want to.
Zeera Tomb-Raider
Vega Farscape
#120 - 2015-07-03 14:46:56 UTC
CCP Ytterbium wrote:
Hello people,

We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog.

This particular thread is going to focus Assembly Arrays and Research Laboratories.


  • Assembly Arrays focus on manufacturing of the numerous EVE Online items, ships, modules, structures, components and etc... used in-game.

  • Research Laboratories are dedicated to blueprint research (ME, TE), blueprint copying, Tech II and Tech III blueprint invention, and datacore spawning.

we dont need more structures like the current pos set up,its a nigthmare.fix the pos in to 1 command structure first, wher you install the rest of the moduls you want in to that structure. just as som Npc structures are build up you can target different moduls in the 1 linked structure