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Player Features and Ideas Discussion

 
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PI Suggestions

Author
Reez Azizora
Pinnacle LTD. SE.
#1 - 2017-04-24 20:39:55 UTC
Suggestion: Add 'Internetwork Planetary Transfer Station' structure
Keywords: PI, PI Structures
Note:
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Provide a means to interconnect PI networks among various players via access lists to help facilitate upper tier PI production (and potentially create some cool looking planets). Essentially a storage unit-like structure visible to the owner and access list members. If product is taken up by anyone aside from owner the POCO tax is applied. If POCO tax is changed... leave that up to CCP.


Suggestion: Show the complete network of other players
Keywords: PI, UI
Note:
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I'm sure some planets are crowded but at a minimum a checkbox to toggle this would be useful. Some of these networks are hard to find, and seeing the networks is more useful than the command centers.


Suggestion: Allow transparency of other players' networks to be changed
Keywords: PI, UI
Note:
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Ease finding of other players' command centers / networks.


Suggestion: Differentiate other player's network that has focus (clicked)
Keywords: PI, UI
Note:
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Ease finding of other players' command centers / networks. Ties in with suggestion to show complete networks of all players.
Now Life
The Scope
Gallente Federation
#2 - 2017-04-29 08:44:42 UTC
nice idea

Maybe another proposal : If you could make closed groups of players planets who have access to each other's launchpads / poco hangers

and one other thing : why are there no single links possible ?
I do not need 50% of the link between my extractor control unit and my storage , Only one direction is used.
Do Little
Bluenose Trading
#3 - 2017-04-30 11:33:51 UTC
I like the idea of encouraging more player cooperation but interconnecting PI networks is problematic. The import/export tax is important to the POCO owner and visiting the POCO provides the only risk in the entire operation.

After thinking about it for a while, I think an Upwell service module providing the same capability as the advanced and high-tech processors using the standard industry interface would work. Note: I didn't say replace - if you want to continue making P2, P3 and P4 at the planet surface, you can. Or you can export P1 and make P2, P3 and P4 at a Citadel, EC or Refinery. The structure would support corporate hangars, contracts and station trading. The industry interface allows jobs to be submitted for corp as well as self. I believe the service module should require fuel and provide bonuses in line with other service modules. An incentive to use the facility is the ability to convert existing factory planets to resource production.

The service module approach also leverages the current code base - it shouldn't require a lot of development effort.

Last, but not least, it gives people a reason to build refineries in highsec. Null and low have moon mining, the wormhole people will have their polymer reactions but it's hard to justify a highsec refinery for ore reprocessing and compression alone. If the PI service module got a fuel economy bonus from the refinery you've got a much stronger business case.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#4 - 2017-04-30 15:21:41 UTC
Do Little wrote:
I like the idea of encouraging more player cooperation but interconnecting PI networks is problematic. The import/export tax is important to the POCO owner and visiting the POCO provides the only risk in the entire operation.

After thinking about it for a while, I think an Upwell service module providing the same capability as the advanced and high-tech processors using the standard industry interface would work. Note: I didn't say replace - if you want to continue making P2, P3 and P4 at the planet surface, you can. Or you can export P1 and make P2, P3 and P4 at a Citadel, EC or Refinery. The structure would support corporate hangars, contracts and station trading. The industry interface allows jobs to be submitted for corp as well as self. I believe the service module should require fuel and provide bonuses in line with other service modules. An incentive to use the facility is the ability to convert existing factory planets to resource production.

The service module approach also leverages the current code base - it shouldn't require a lot of development effort.

Last, but not least, it gives people a reason to build refineries in highsec. Null and low have moon mining, the wormhole people will have their polymer reactions but it's hard to justify a highsec refinery for ore reprocessing and compression alone. If the PI service module got a fuel economy bonus from the refinery you've got a much stronger business case.


One issue here would be that PI production would jump up as no-one would use anything but the service module to produce P2, 3, and 4's. This in turn would impact prices for PI, basically oversupply would reduce the profits.


I would prefer to replace the whole of PI with effectively a planetside citadel using 'service modules' to provide factory services, extraction, storage etc.
Tessa Sage
Long Pig Luncheon Meat
Sending Thots And Players
#5 - 2017-05-01 07:12:33 UTC
Do Little wrote:
I like the idea of encouraging more player cooperation but interconnecting PI networks is problematic. The import/export tax is important to the POCO owner .


That's fine DL, the POCO can simply have an additional hangar added called 'Shared Infrastructure' with permissions built in specific to command center owners or the POCO owner. Only items launched from any one toon's Launchpad can be active in said inventory.