These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Planetary Interaction Post-Citadel

Author
Cai Usoko
Usoko Corporation
#1 - 2016-10-19 16:10:31 UTC
Structure Improvement

  • POCOs should be integrated into the new structure family as a small structure, similar to the upcoming Industrial Arrays.

  • They can only be deployed within range of a planet, but other rules regarding minimum distance between structures apply, meaning multiple customs structures can be placed around one planet but there is a geometrical limit. This will encourage competitive tax rates and give players more options if they have poor standing with existing POCO owners.

  • Possibility of a 'Planetary Customs' service module which can be fitted on medium, large and XL structures that are deployed withing range of a planet (just as factory modules can be fitted to citadels and are not limited to Engineering Complexes). When docked the planetary customs icon can be clicked to open up a colony management window.

  • Implement a time mechanic, similar to the 'expedited transfer' for importing and exporting between the planet and the structure. Dedicated customs offices or rigged larger structures get a bonus time reduction on transfers but only if the structure is fuelled.

  • Some PVP corps bash and replace POCOs and increase tax rates to encourage content but may otherwise never return to them. They can still do this, but committed industrial corps can distinguish themselves by offering a better service, keeping their structures fuelled.

  • It is fitting that high tech factory planets, and valuable rare planets such as plasma and ice would be more competitive and attract better services. Less profitable planets are likely to have a single un-fuelled customs structure offering a basic service.

  • Still an option to bypass player interaction completely using planetary launches, not as efficient as launchpad to structure transfer but useful to avoid extortionate tax rates or to 'ninja' resources from hostile planets. Particularly important as It would be possible although impractical for a corp to completely blockade a planet by surrounding it with its own structures and preventing other players from accessing them.

  • Private and Corp hangers so planetary goods can be collected and transported by corp mates and are supported by contracts.

  • Planetside Improvements

  • Launchpad to Launchpad linking between characters, Mr.X's P2 can be routed to Ms.Y's P4 set up via intra-planetary transport. This can be implemented in a way similar to the trade window where both parties must accept the conditions, there could also be the option for an automatic transfer of isk per item transferred, making a player's trade skills a factor.

  • The location of a command centre shouldn't be a limiting factor in determining how far away an extractor can be deployed.

  • Presently it means that if i decide i want to change the the resources being extracted i must choose between lower yield (because the links will take more of the power) or complete destruction of my entire installation to rebuild it somewhere else.

    The current system suggests structures and ground based transport links are constructed and then scrapped every few days as part of a 'crop rotation' cycle.

    Extractor control units should be re-imagined as large re-deployable industrial vehicles which send out extractor drones (pins) to harvest an area, and send materials back to the main colony via intra-planetary transport. Power and CPU will still govern static links between factories and the number of structures, extractors and drones that can be used, but is no longer impacted by the distance the extractor is from the main colony.

    A time delay in the form of a longer extraction cycle will represent the increased travel distance between the extractor and the colony. A larger cycle time will mean more resources will need to be delivered per cycle to keep those factories running at peak efficiency. As shorter extraction programs attract higher per cycle yields, this presents are viable strategic option.


    Asveron Durr
    Vandanian Order
    Greater Itamo Mafia
    #2 - 2016-10-20 04:01:54 UTC
    what ever happened to citadels with a market hub replacing POCO's....is that not an option anymore or yet?
    Scipio Artelius
    Weaponised Vegemite
    Flying Dangerous
    #3 - 2016-10-20 04:13:30 UTC
    Asveron Durr wrote:
    what ever happened to citadels with a market hub replacing POCO's....is that not an option anymore or yet?

    Was that ever proposed?

    I thought POCOs were always staying.
    Asveron Durr
    Vandanian Order
    Greater Itamo Mafia
    #4 - 2016-10-20 05:46:35 UTC
    Scipio Artelius wrote:
    Asveron Durr wrote:
    what ever happened to citadels with a market hub replacing POCO's....is that not an option anymore or yet?

    Was that ever proposed?

    I thought POCOs were always staying.



    idk if it was proposed or just mentioned in passing, right now im too tired to look it up and am going to bed, but the original Fanfest videos had Ytterbim talking about the feature along that lines i think.
    Amarisen Gream
    The.Kin.of.Jupiter
    #5 - 2016-10-20 11:58:42 UTC
    Asveron Durr wrote:
    Scipio Artelius wrote:
    Asveron Durr wrote:
    what ever happened to citadels with a market hub replacing POCO's....is that not an option anymore or yet?

    Was that ever proposed?

    I thought POCOs were always staying.



    idk if it was proposed or just mentioned in passing, right now im too tired to look it up and am going to bed, but the original Fanfest videos had Ytterbim talking about the feature along that lines i think.


    Yes. there was a feature talked about a structure replacing POCOs. I think it will be tied to the Mining Plateform - same as moon goo. I would hope the MPs will be about half the cost - at least mediums - of the ECs b/c there will be a lot of them going up on planets and moons for extration purposes.

    Then again. I really hope PI and Moon mining get a total overhaul, and maybe work them into a colony system which is limited by player skills. So that one or two guys in a group can go and own all the resources in an area.

    "The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

    #NPCLivesMatter #Freetheboobs

    PopeUrban
    El Expedicion
    Flames of Exile
    #6 - 2016-10-21 21:50:54 UTC
    Honestly POCO should just be a structure module that only does anything useful if the structure is in X distance to the planet. Since the "office" type structures they started talking about are scraping for useful features (seriously? avatar customization is a "feature" of a structure type?) give them a fuel bonus for POCO moduls or something.

    Let people try and establish a competitive economy if they want by anchoring on opposite sides of a planet. It'd lead to more interaction, diplomacy, wars, and other content.