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Player Features and Ideas Discussion

 
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Manufacturing Overhaul - Generic Ship/Module Components

Author
Esaf Itog
Faulcon de Lazy
#1 - 2012-08-04 14:44:36 UTC
Ok, before I get started I will just say that I don't think manufacturing is broken and needs to be fixed. This idea is just to add a touch of realism (Yeah, I know. Realism in EVE...) This idea may also bring about a new niche industry.

Generally a RL manufacturer of items for the consumer market will not purchase ingots of a certain mineral type and manufacture them into the final product. The resources go through a process generally like this: -

Mined Ore > Refined Minerals > Processed Materiel > Final Product.

Currently in EVE we have: -

Mined Ore > Refined Minerals > Final Product.

There is room for a new industry to make the items we can call Processed Materiel. Consider instead of needing X,Y and Z of Refined Minerals to make one ship we can create them in a similar way to how Capital ships are made with components. This can be extended to modules put onto the constructed ships too, even the ammunition we fire and the drones we use.

A few of the new items we would be using would be: -

Ship construction components
Module construction components
Shield emitters
Tunable sensor arrays
Armour plating
Small/medium and large engines
Manoeuvring thrusters
Power plants
Capacitor batteries
Glass

And the list goes on and on for the array of different components that could be put into this particular area of industry. Obviously it would have to balanced so that the same number of minerals are used up in constructing a certain item. At the same time prices of items may go up as there is more processing of minerals to do but then the mineral requirements of the items themselves could be tweaked if really necessary.

With that I will end my warbling and see if anyone likes the idea.
L4ST
Sebiestor Tribe
Minmatar Republic
#2 - 2012-08-04 15:22:05 UTC
I don't think theres room for this ISK-wise.

I'm not too familiar with production and stuff, but as far as I know the ISK to be gained from processing from A (eg ore) to B (eg refined ORE) is already so small that only people with (almost) perfect skillscan profit from it. Adding another level would even squeeze out more ISK from that.

Time invested for mining = all the ISK to give

all those people already squeeze ISK out of the ore:
- miners
- haulers (many, many times)
- bpc manufacturers
- traders (several times)
- final product manufacturers
- starbase owners
- that douchebag sitting on station taxing all your orders (many, many times)

adding another level = lowering the ISK for all others
EXCEPT you make it an active task, like mining. Active tasks are the only thing that make stuff worth more ISK.
Easthir Ravin
Easy Co.
#3 - 2012-08-04 16:25:54 UTC
L4ST wrote:
I don't think theres room for this ISK-wise.

I'm not too familiar with production and stuff, but as far as I know the ISK to be gained from processing from A (eg ore) to B (eg refined ORE) is already so small that only people with (almost) perfect skillscan profit from it. Adding another level would even squeeze out more ISK from that.

Time invested for mining = all the ISK to give

all those people already squeeze ISK out of the ore:
- miners
- haulers (many, many times)
- bpc manufacturers
- traders (several times)
- final product manufacturers
- starbase owners
- that douchebag sitting on station taxing all your orders (many, many times)

adding another level = lowering the ISK for all others
EXCEPT you make it an active task, like mining. Active tasks are the only thing that make stuff worth more ISK.



Going to have to disagree here.

Your assumption is based on the idea that ISK is finite and cannot be created. EVE is filled with faucets. For the most part prices are set by demand, and competition. Yes prices do fluctuate, but I think that the addition of a step to add realism will not tank the economy.

+1 it will give the bitter vet manufacturers something to do

IN THE IMORTAL WORDS OF SOCRATES:  " I drank WHAT?!"

Esaf Itog
Faulcon de Lazy
#4 - 2012-08-12 13:26:32 UTC
Thought I would bump this because I still like it and want more discussion on the subject.
Paikis
Vapour Holdings
#5 - 2012-08-12 13:47:52 UTC
I like it. +1
Loius Woo
Sebiestor Tribe
Minmatar Republic
#6 - 2012-08-12 15:57:55 UTC
I like it.

Couldn't hurt.

Also, it doesn't make sense why T2 ships and capitals have components, but T1 ships do not.

If someone wants to go become the number one widget manufacturer in Eve, that is his business, he shouldn't be forced to build T1 ships and try to make a profit off of them.

More specialization in an economy is a good thing. Economics 101.
Obsidiana
Atrament Inc.
#7 - 2012-08-12 17:10:28 UTC
Click fest.

While CCP is likely planning on revamping industry this winter, as it stands, this would just add work. Note that only T1 sub-capitols are not component base. T2, capitol, and (I think) T3 are all based on parts forming a whole. Adding components (and their blueprints) to T1 would also add to the cost, which has already gone up a lot.

As for why T1 does not have components, T1 is supposed to be all around simpler to get into and to build. The higher level ships require more in terms of skill and manufacturing. That is why T1 is more simple to build than T2.

CCP talked about how they want to stream line manufacturing in the CSM Minutes. Managing all of the parts has become a job in itself, and that complexity creates a barrier of entry. CCP want to get more people into industry and make life easier for current industrialists.

CSM Minutes (pg57) wrote:
CCP Arrow and the CSM discussed an example of the change where you would build a carrier using the new "job order" process and all the sub modules would be automatically rolled into a single operation. Another example given was a player could start a job building 100 of an item with only enough minerals to build 10 and then feed the job with more minerals as the job progressed as required so long as the minerals are fed into the process before they would be required.