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Dev blog: Building Dreams: Introducing Engineering Complexes

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Author
RainReaper
RRN Industries
#601 - 2016-10-18 22:45:59 UTC  |  Edited by: RainReaper
Owen Levanth wrote:
RainReaper wrote:


after having seen the things geting active in the test server and also having seen the new services and their fuel costs i cant say that the dev blog is 100% accurate anymore. on the test server it says in the Azbels desc that all sub caps AND capitals can dock att it. the sotiyo also says all subcaps and capitals. but not supers. so regular caps can now aperantly dock att the regular large 5b azbel


You have seen the new service modules on SiSi? Where the heck has CCP put them, I'm searching and can't find them.


so the story here is. they where in the latest patch today, BUT because of this god damn bug that made it so that people who currently had skills in training could not log in they had to go back to the old build. and in the new build i did see the services and i saw that fuel prices had changed on some of them. the 2 research services had both gone from need 20 blocks every hour to just 5 every hour. the regular manufacturing plant still needing 20 blocks, the capital building service needing 10 instead of 30 and then the super capital one needing 40 blocks. this is how i found out. and i feel happy that i wont need 60 blocks (45) but instead need 30 (22.5) for all 3 services in my future Raitaru
Owen Levanth
Sagittarius Unlimited Exploration
#602 - 2016-10-18 22:47:59 UTC
RainReaper wrote:
Owen Levanth wrote:
RainReaper wrote:


after having seen the thigns geting active in the test server and also having seen the new services and their fuel costs i cant say that the dev blog is 100% accurate anymore. on the test server it says in the Azbels desc that all sub caps AND capitals can dock att it. the sotiyo also says all subcaps and capitals. but not supers. so regular caps can now aperantly dock att the regular large 5b azbel


You have seen the new service modules on SiSi? Where the heck has CCP put them, I'm searching and can't find them.


so the story here is. they where in the latest patch today, BUT because of this god damn bug that made it so that people who currently had skilsl in training could not log in they had to go back to the odl build. and in the new build i did see the services and i saw that fuel prices had chagned on some of them. the 2 research services had both gone from need 20 blocks every hour to just 5 every hour. the regualar manufacturing plant still needing 20 blocks, the capital building service needing 10 instead of 30 and then the super capital one needing 40 blocks. this is how i found out. and i feel happy that i wont need 60 blocks (45) but instead need 30 (22.5) for all 3 services in my future Raitaru


I'm guessing the fuel costs are still WiP because having the capital building service with less fuel costs than the normal building service makes no sense. I'm pretty sure capital builders can stem a little bit extra fuel cost.
RainReaper
RRN Industries
#603 - 2016-10-18 22:49:52 UTC  |  Edited by: RainReaper
Owen Levanth wrote:
RainReaper wrote:
Owen Levanth wrote:
RainReaper wrote:


after having seen the thigns geting active in the test server and also having seen the new services and their fuel costs i cant say that the dev blog is 100% accurate anymore. on the test server it says in the Azbels desc that all sub caps AND capitals can dock att it. the sotiyo also says all subcaps and capitals. but not supers. so regular caps can now aperantly dock att the regular large 5b azbel


You have seen the new service modules on SiSi? Where the heck has CCP put them, I'm searching and can't find them.


so the story here is. they where in the latest patch today, BUT because of this god damn bug that made it so that people who currently had skilsl in training could not log in they had to go back to the odl build. and in the new build i did see the services and i saw that fuel prices had chagned on some of them. the 2 research services had both gone from need 20 blocks every hour to just 5 every hour. the regualar manufacturing plant still needing 20 blocks, the capital building service needing 10 instead of 30 and then the super capital one needing 40 blocks. this is how i found out. and i feel happy that i wont need 60 blocks (45) but instead need 30 (22.5) for all 3 services in my future Raitaru


I'm guessing the fuel costs are still WiP because having the capital building service with less fuel costs than the normal building service makes no sense. I'm pretty sure capital builders can stem a little bit extra fuel cost.

lol the capital one can ONLY build capital ships. it cant build EVERYTHING that the regular one can. only finished caps. and you cant even build the caps without the other service cause the capital service cant build the parts. only the finished ships. you still need the regular one to build the parts for the capital ships lol
Owen Levanth
Sagittarius Unlimited Exploration
#604 - 2016-10-18 23:04:57 UTC
RainReaper wrote:
Owen Levanth wrote:
RainReaper wrote:
Owen Levanth wrote:
RainReaper wrote:


after having seen the thigns geting active in the test server and also having seen the new services and their fuel costs i cant say that the dev blog is 100% accurate anymore. on the test server it says in the Azbels desc that all sub caps AND capitals can dock att it. the sotiyo also says all subcaps and capitals. but not supers. so regular caps can now aperantly dock att the regular large 5b azbel


You have seen the new service modules on SiSi? Where the heck has CCP put them, I'm searching and can't find them.


so the story here is. they where in the latest patch today, BUT because of this god damn bug that made it so that people who currently had skilsl in training could not log in they had to go back to the odl build. and in the new build i did see the services and i saw that fuel prices had chagned on some of them. the 2 research services had both gone from need 20 blocks every hour to just 5 every hour. the regualar manufacturing plant still needing 20 blocks, the capital building service needing 10 instead of 30 and then the super capital one needing 40 blocks. this is how i found out. and i feel happy that i wont need 60 blocks (45) but instead need 30 (22.5) for all 3 services in my future Raitaru


I'm guessing the fuel costs are still WiP because having the capital building service with less fuel costs than the normal building service makes no sense. I'm pretty sure capital builders can stem a little bit extra fuel cost.

lol the capital one can ONLY build capital ships. it cant build EVERYTHING that the regular one can. only finished caps. and you cant even build the caps without the other service cause the capital service cant build the parts. only the finished ships. you still need the regular one to build the parts for the capital ships lol


What about the supercap one then? That one is still more expensive in fuel cost, or can that one build the parts, too?
RainReaper
RRN Industries
#605 - 2016-10-18 23:12:41 UTC

What about the supercap one then? That one is still more expensive in fuel cost, or can that one build the parts, too?[/quote]
The super one is meant to be expensive. In order to even online it you need supercapital index null upgrades
Meaning you have to be in an alliance with sov and if you then cant afford it you probably cant afford building supers in the first place lol
JTK Fotheringham
Ducks in Outer Space
#606 - 2016-10-18 23:25:00 UTC
Just been playing about with these on SiSi... I don't think they are set up, beyond basic graphics and vun timers.

Notes:
1) Docked a carrier at an Azbel.
2) Can't fit any "Citadel" weapons to the ECs - no Jams, no Neuts, no Signal Amps.
3) Tethering doesn't work
4) Rigs aren't up yet - which may be a very promising sign.
5) The models are beautiful - way better than the citadels imho - with massive cargo docks, loading bays, etc.
6) Adjusted fuel requirements for the Industrial services are much more reasonable.

=)
Soleil Fournier
Fliet Pizza Delivery
Of Essence
#607 - 2016-10-19 10:09:14 UTC
Please change the colors of the EC docking interior to yellow instead of the citadel blue.
RainReaper
RRN Industries
#608 - 2016-10-19 10:20:25 UTC
Soleil Fournier wrote:
Please change the colors of the EC docking interior to yellow instead of the citadel blue.


This ^ while i wont argue over the fact that the interior is still caldari styled. if the color outside is yellow the inside should be yellow to. cause it feels wierd that the inside and outside is diffrent.
Kinizsi
Imperial Academy
Amarr Empire
#609 - 2016-10-19 10:37:37 UTC
When the EC get reinforced for the second time (24h after the first reinforce) All services go offline, and all manufacturing jobs stop?

Someone before wrote it, can someone confirm that?
Tiirz
Sebiestor Tribe
Minmatar Republic
#610 - 2016-10-19 14:58:00 UTC
My biggest concern is fuel cost. I have seen a few things about it in this thread and am not sure of exact numbers. From what I could tell 3 services in a medium will cost 60 blocks? Which I find a bit ridiculous. IF everyone is going to front this much isk to continue doing the industry we have been, should fuel cost really be increased 50% over a large POS which could do more?
RainReaper
RRN Industries
#611 - 2016-10-19 15:09:03 UTC
Tiirz wrote:
My biggest concern is fuel cost. I have seen a few things about it in this thread and am not sure of exact numbers. From what I could tell 3 services in a medium will cost 60 blocks? Which I find a bit ridiculous. IF everyone is going to front this much isk to continue doing the industry we have been, should fuel cost really be increased 50% over a large POS which could do more?


if you check things out on the test server you will see that the 2 research services now cost 5 blocks every hour each. the manufacturing one still costs 20 but its gone down to just 30 blocks every hour or 22.5 when used with the engineering complexes fuel bonus
Tiirz
Sebiestor Tribe
Minmatar Republic
#612 - 2016-10-19 15:17:00 UTC
Hmmm. Depending on how ccp works gas reactions, sounds like on top of having to invest more isk than I'd like to into industry citadels my fuel bill is going to increase as well. Does onlining industry mods take a large chunk of fuel like current mods?
RainReaper
RRN Industries
#613 - 2016-10-19 15:21:24 UTC
Tiirz wrote:
Hmmm. Depending on how ccp works gas reactions, sounds like on top of having to invest more isk than I'd like to into industry citadels my fuel bill is going to increase as well. Does onlining industry mods take a large chunk of fuel like current mods?


all services have a 3 day onlining cost. this is to ensure that you cant abuse the thigs by onlining them only the absolute moment you need them and what not.
Owen Levanth
Sagittarius Unlimited Exploration
#614 - 2016-10-19 16:54:01 UTC
RainReaper wrote:
Tiirz wrote:
Hmmm. Depending on how ccp works gas reactions, sounds like on top of having to invest more isk than I'd like to into industry citadels my fuel bill is going to increase as well. Does onlining industry mods take a large chunk of fuel like current mods?


all services have a 3 day onlining cost. this is to ensure that you cant abuse the thigs by onlining them only the absolute moment you need them and what not.


Sucks to be CCP, I still plan on "abusing" this by planning ahead and leaving the services offline until needed. My little alt-corp luckily doesn't need the services that often, so I can for example stockpile materials in month A and produce things in month B. And only during month B will I need the services, the rest of the time they'll be offline. Fuel costs saved. P

RainReaper
RRN Industries
#615 - 2016-10-19 17:09:02 UTC
Owen Levanth wrote:
RainReaper wrote:
Tiirz wrote:
Hmmm. Depending on how ccp works gas reactions, sounds like on top of having to invest more isk than I'd like to into industry citadels my fuel bill is going to increase as well. Does onlining industry mods take a large chunk of fuel like current mods?


all services have a 3 day onlining cost. this is to ensure that you cant abuse the thigs by onlining them only the absolute moment you need them and what not.


Sucks to be CCP, I still plan on "abusing" this by planning ahead and leaving the services offline until needed. My little alt-corp luckily doesn't need the services that often, so I can for example stockpile materials in month A and produce things in month B. And only during month B will I need the services, the rest of the time they'll be offline. Fuel costs saved. P



i would not call that abuse lol. thats jsut planing ahead. i mean abuse by offlineing/onlinging every fev minutes to make it so that you have to pay noting in fuel. an examlple where this is abusable is with the refining service. altough i dont think its as easily abusible when you are building things. but hey its there for a reason lol. but yeah if you plan ahead its not abuse.
Tiirz
Sebiestor Tribe
Minmatar Republic
#616 - 2016-10-19 17:34:56 UTC  |  Edited by: Tiirz
Does anyone know when CCP is going to be releasing info on gas reactions? Are they just going to be a service module as well? I personally find the current gas reaction system clunky at best, and eye stabbing at worst. The gas reaction system should be reworked with all the confusing links, on lining, off lining, and hooking the right silos together that it currently consists of. Double reaction poses are cancer with this system, and I have lost a day or two of reactions because I missed one step more than once. While I am not certain how speeding up gas reactions would affect the market and T3 production in general, I feel as though anyone reacting more than just their personnel gas would appreciate it. I run a double reaction pos, and I BARELY make the fuel money back off the profits from the reactions. These changes wouldn't effect much of the eve community, but us that do deal with gas and t3 production would like some quality of life updates!
Obil Que
Star Explorers
Solis Tenebris
#617 - 2016-10-19 17:42:30 UTC  |  Edited by: Obil Que
Tiirz wrote:
Does anyone know when CCP is going to be releasing info on gas reactions? Are they just going to be a service module as well? I personally find the current gas reaction system clunky at best, and eye stabbing at worst. The gas reaction system should be reworked with all the confusing links, on lining, off lining, and hooking the right silos together that it currently consists of. Double reaction poses are cancer with this system, and I have lost a day or two of reactions because I missed one step more than once. While I am not certain how speeding up gas reactions would affect the market and T3 production in general, I feel as though anyone reacting more than just their personnel gas would appreciate it. I run a double reaction pos, and I BARELY make the fuel money back off the profits from the reactions. These changes wouldn't effect much of the eve community, but us that do deal with gas and t3 production would like some quality of life updates!


Nothing concrete but the general information we have is that reactions (along with moon mining) will be incorporated into the drilling platform structures. Presumably this would be with a new service module (probably also fittable to ECs and Citadels without fuel bonus) and corresponding rigs.

It is also likely this will result in a major revamp of both systems. There is no corresponding reaction UI outside of POSes so something has to change. Whether this will be done similar to industry or something completely different is very much unknown
Setsuko Shintaro
Caldari Manufacturing and Design
#618 - 2016-10-19 17:42:40 UTC
Tiirz wrote:
Does anyone know when CCP is going to be releasing info on gas reactions?


My understanding is that there is no change to gas reactions in this upcoming release. Those changes are most likely slated for the winter release with the mining array structures. Any information would probably come with a dev blog on those structures a few months from now.

I do have to ask, if you barely make above fuel cost, why bother doing it?
Owen Levanth
Sagittarius Unlimited Exploration
#619 - 2016-10-19 18:41:06 UTC
This reminds me, why was moon mining never allowed in HighSec? As far as I know no moon in HighSec gives out anything besides the most worthless stuff imaginable. If someone wants to waste time and money on trying out moon mining in HighSec, I think they should. I can see why reactions aren't allowed, but come on is someone seriously thinking there'll be a sudden wave of mad people spending tons of fuel and time on getting random crap from a HighSec-moon?
SurrenderMonkey
State Protectorate
Caldari State
#620 - 2016-10-19 18:50:50 UTC
Owen Levanth wrote:
This reminds me, why was moon mining never allowed in HighSec? As far as I know no moon in HighSec gives out anything besides the most worthless stuff imaginable. If someone wants to waste time and money on trying out moon mining in HighSec, I think they should. I can see why reactions aren't allowed, but come on is someone seriously thinking there'll be a sudden wave of mad people spending tons of fuel and time on getting random crap from a HighSec-moon?


Because then there would be a bunch of shiptoasting to the effect of:

Ehrmagerd, moon mining in HS is completely worthless! Why even have it in the game if there's no point? Buff HS moon mining!


Worthless content isn't content.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/