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New Dev Blog: Player-owned Customs Office

First post First post
Author
Dominus Alterai
Star Freaks
#1101 - 2011-10-20 17:34:21 UTC
CCP Nullarbor wrote:
Hundo Kay wrote:
I have scanned the topics, and I still have not seen any response to the question of what happens to the PI goodies stored inside when the POCO goes Boom.

Do we get a drop like everything else at 50/50 for each item batch, or nothing?

This single question will determine the long term survivability of the POCO.

If the drop rate is 0% then when the newness of ganking these things wears off, they should become more stable.

If on the otherhand, there is a drop potential, I can see a lot more people having an incentive to not only knock these things around like Loot Pinatas, but also to maintain a small PvP force around them for the 24+ hours of reinforcement.

We already know people can still get their stuff out before it pops, but will there be an incentive to maintain a force at the POCO while popping it?

So please CCP, fill us in on the details of what happens when these things go "POP".


No drop, the items are just destroyed.


OK, this is a bit better. No real incentive to blow these up, aside from denying resources to an enemy. This may decrease the amount of these destroyed in far off corners of low-sec, but main PI systems will still receive the weekly roams from enemy alliances looking to deny their enemy resources, but we're still at the point where these low-sec POCOs completely not cost effective.

Reducing your holes to a quivering mess since 2009.

Ingvar Angst
Nasty Pope Holding Corp
#1102 - 2011-10-20 17:38:02 UTC
Here's another potential problem... why are these now tied to corporations and not invididuals? The problem is, you get kicked from a corp for whatever reason and now you're cut off from your PI. No one should be able to flip a switch and cut you off from the PI you set up yourself with your own isk.

Six months in the hole... it changes a man.

Kassasis Dakkstromri
State War Academy
Caldari State
#1103 - 2011-10-20 17:40:10 UTC
Ingvar Angst wrote:


Although I disagree with is assessment... it's not that the command center was poorly placed, it was optimal at the time. The resources, however, moved requiring the set up to move while the command center remained in place.



Granted some may deploy their colonies with the original intention of the Command Center also being connected. But let's be honest, most do not. So my point remains.

As to the others that did deploy the Colony as intended, with the Command Center linked (even CCP's official PI youtube guide shows it being connected), I would say they have been over extracting. Which again is a consequential choice.

I take only what I need to produce my commodities as I reprocess them toward Tier 4 Advanced Commodities, and I never have had a extractor location run dry yet that caused me to have to move in such a way that I was forced to disconnect from the Command Center.

So again... consequential choices should not be a design consideration.

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

rootimus maximus
Perkone
Caldari State
#1104 - 2011-10-20 17:40:27 UTC
Kassasis Dakkstromri wrote:
There seems to be a misunderstanding here....


Thanks for clarifying. It seems to me that they need to make launchpads capable of :shock: launching stuff, then. At least that would give you an option if you don't want to drop customs offices (although I stand by my comment about it not being that much of a hardship for you given your vast potential income).
War Kitten
Panda McLegion
#1105 - 2011-10-20 17:41:13 UTC
Kassasis Dakkstromri wrote:

Agreed... and something I've been saying myself.

What thoughts do you have regarding any searchability functions? Tough shat? or needs some element add even to simply know if there are any POCO's in the system in the first place and which planets they are on given the Remote Sensing skill we already have?

Imo since POCO's are tied to planets they absolutely should show, at least genericly, as a filter on the Planet tab in the MAP.

Thoughts?


OH yes, I agree that it would make sense to be able to find out remotely if there was already a CO in place, and what the tax rate would be. I think the justification of "I like the exploration aspect of going and finding out" is just lazy programmer-speak for "It would be pretty hard to implement". :)

I'm fluent in lazy programmer-speak :)

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

CCP Nullarbor
C C P
C C P Alliance
#1106 - 2011-10-20 17:42:45 UTC
Ingvar Angst wrote:
CCP Nullarbor wrote:
Hundo Kay wrote:
I have scanned the topics, and I still have not seen any response to the question of what happens to the PI goodies stored inside when the POCO goes Boom.

Do we get a drop like everything else at 50/50 for each item batch, or nothing?

This single question will determine the long term survivability of the POCO.

If the drop rate is 0% then when the newness of ganking these things wears off, they should become more stable.

If on the otherhand, there is a drop potential, I can see a lot more people having an incentive to not only knock these things around like Loot Pinatas, but also to maintain a small PvP force around them for the 24+ hours of reinforcement.

We already know people can still get their stuff out before it pops, but will there be an incentive to maintain a force at the POCO while popping it?

So please CCP, fill us in on the details of what happens when these things go "POP".


No drop, the items are just destroyed.


For some reason you seem to be very selective with what you're choosing to answer, adeptly avoiding concerns.


I'm a programmer so sticking with what I know. Rest assured, we have been discussing all of the content in this thread with the design team the last 2 days and they have been taking notes and creating new tasks for us. We are listening.

CCP Nullarbor // Senior Engineer // Team Game of Drones

Meldan Anstian
The Night Crew
#1107 - 2011-10-20 17:43:39 UTC
rootimus maximus wrote:
But you can launch stuff from the launchpads, is my point, so it doesn't matter that you're not connected to the command center. What am I missing? As far as importing goes, I can see the issue there. You need to be able to fire supply rockets down to the planet. Or, given the billions of isk you can make living in wormhole space, you could just buy / make the materials and drop your towers. You lose some profit for a few days and then carry on as normal. Even make the cusoms office open to all for a reasonable tax rate and recoup some of the costs.


Launching from a command center is not the same as using a CO. You can't launch nearly as much as you can produce launching from a command center.

You can only launch from a command center into orbit.

You can only access the CO from a launchpad in a spaceport. You can not launch into orbit from a spaceport's launchpad.

It is somewhat confusing the terminology they use.

You must have a link from wherever you are extracting from to your command center is. This takes power, and lots of it, especially for long length links.

Logistics are a PITA in a wormhole. You also don't want "all" coming into your wormhole, the idea is to keep others out. PI will not change that dynamic. You use your PI materials for POS fuel and manufacturing in the WH.

You also state that you loose profit for a few days and carry on as normal. I largely agree with that statement, which makes the whole idea behind this PI change, pointless in WH space, and just a pain in the arse to WH dwellers.


Dominus Alterai
Star Freaks
#1108 - 2011-10-20 17:43:50 UTC
Kassasis Dakkstromri wrote:
Dominus Alterai wrote:
@ CCP Omen and CCP Nullarbor

While I truly like the idea of player owned customs offices, I see a few problems, as other people have already iterated.

High sec customs offices still being owned by CONCORD makes sense, seeing as it's high-sec. The increase in taxes won't matter in the long run, as prices will rise to compensate.

Player owned customs offices (POCOs if you will) in 0.0 space and W-space are excellent ideas. I don't think anyone has come up with a valid argument against those, aside from the small details of access to the POCO and corp storage, at least for wormhole residents.

The main issue that I see, along with many others here, is the fact that low-sec will gain these player owned structures. Tax rates aside, as I see people either keeping taxes at a reasonable level or blowing up the structures completely. 0.0 residents are sure to deny the enemy resources. It's a standard tactic of war. Cut off the supply line, you cut off their life line. I'm sure that many people know that low-sec alliances are almost always associated with some sort of 0.0 sov alliance, providing them resources and soldiers, while getting blue standings, chances to pvp in large fleets, and access to resources otherwise not available to them.

Other issues include stealth camping, or "griefing," as well as being not cost effective, especially when compared to current prices of PI goods. Even with a 60% increase in PI prices, profits would be marginal at best, assuming a public tax rate on low-sec POCOs, what few of them there will be, of around 30-40%. And tax rates will need to be high enough where a corp would recoup their cost in a resonable amount of time, say, 2 months.



.... this way going well until it just stopped!

Just wanted to point out that there's no conclusion to your well presented post, and instead because it just 'dies' without tying all elements together into a conclusion it probably will simply be ignored.

I advise you draft it again and repost it so I can 'Like" it...


Point taken professor.

On a more serious note, this all leads up to the fact, yes fact, that low-sec POCOs will remain elusive to members of the small, less than 50 members, corps or alliances. Even larger corps/alliances that are industrialists will have a difficult time justifying putting up an undefended structure in hostile space, especially when you consider their fleets mostly consist of hulks and orcas. You may bring up the fact that they can hire mercs to protect them. They wont. Mercs will charge more than what the POCOs are worth, upwards of 100 million or contracts on ship replacement. Even if they don't charge an arm and a leg, no one wants to work for peanuts.

TL;DR?
High-sec POCO is good as is, and everyone is glad you're keeping that the same, sans a small tax increase.
0.0 space and W-space POCO is brilliant, especially in wormholes. This will force people to actually fight over decent planets to fuel their POS structures.
Low-sec POCO is not the best idea you guys have had. Read the other posts on this thread for more details.

Reducing your holes to a quivering mess since 2009.

Ingvar Angst
Nasty Pope Holding Corp
#1109 - 2011-10-20 17:45:10 UTC
Kassasis Dakkstromri wrote:
Ingvar Angst wrote:


Although I disagree with is assessment... it's not that the command center was poorly placed, it was optimal at the time. The resources, however, moved requiring the set up to move while the command center remained in place.



Granted some may deploy their colonies with the original intention of the Command Center also being connected. But let's be honest, most do not. So my point remains.

As to the others that did deploy the Colony as intended, with the Command Center linked (even CCP's official PI youtube guide shows it being connected), I would say they have been over extracting. Which again is a consequential choice.

I take only what I need to produce my commodities as I reprocess them toward Tier 4 Advanced Commodities, and I never have had a extractor location run dry yet that caused me to have to move in such a way that I was forced to disconnect from the Command Center.

So again... consequential choices should not be a design consideration.


Hmm... you need to step up the PI then. It's hard to imagine it being done so poorly that you can remain on a single place for any great period of time. Max the skills, crank up the output.

I do admit... even with initial deployment I'm not connecting the command center even though everything is right there with it. There's no need to... it's storage is inferior to a launchpad.

Hmm... you know... command centers could use an overhaul. They're just not very... commanding. More of an annoyance. Buff the storage on them and make them mobile and it's win all round.

Six months in the hole... it changes a man.

Dominus Alterai
Star Freaks
#1110 - 2011-10-20 17:47:31 UTC
Ingvar Angst wrote:
Kassasis Dakkstromri wrote:
Ingvar Angst wrote:


Although I disagree with is assessment... it's not that the command center was poorly placed, it was optimal at the time. The resources, however, moved requiring the set up to move while the command center remained in place.



Granted some may deploy their colonies with the original intention of the Command Center also being connected. But let's be honest, most do not. So my point remains.

As to the others that did deploy the Colony as intended, with the Command Center linked (even CCP's official PI youtube guide shows it being connected), I would say they have been over extracting. Which again is a consequential choice.

I take only what I need to produce my commodities as I reprocess them toward Tier 4 Advanced Commodities, and I never have had a extractor location run dry yet that caused me to have to move in such a way that I was forced to disconnect from the Command Center.

So again... consequential choices should not be a design consideration.


Hmm... you need to step up the PI then. It's hard to imagine it being done so poorly that you can remain on a single place for any great period of time. Max the skills, crank up the output.

I do admit... even with initial deployment I'm not connecting the command center even though everything is right there with it. There's no need to... it's storage is inferior to a launchpad.

Hmm... you know... command centers could use an overhaul. They're just not very... commanding. More of an annoyance. Buff the storage on them and make them mobile and it's win all round.


THIS. Command c=centers should be able to launch a bit more, or more often. Don't make them as good as a launch pad in terms of storage or launch capacity because then no one will use them. Just buff them out a bit.

Reducing your holes to a quivering mess since 2009.

Meldan Anstian
The Night Crew
#1111 - 2011-10-20 17:49:22 UTC
Ingvar Angst wrote:
CCP Nullarbor wrote:
Hundo Kay wrote:


So please CCP, fill us in on the details of what happens when these things go "POP".


No drop, the items are just destroyed.


For some reason you seem to be very selective with what you're choosing to answer, adeptly avoiding concerns.



No, I suspect that CCP is rethinking this whole idea, and a final implementation has not been determined yet. He is very selective about answering questions that don't have a definitive answer yet.
Kassasis Dakkstromri
State War Academy
Caldari State
#1112 - 2011-10-20 17:52:30 UTC
Ingvar Angst wrote:
Here's another potential problem... why are these now tied to corporations and not invididuals? The problem is, you get kicked from a corp for whatever reason and now you're cut off from your PI. No one should be able to flip a switch and cut you off from the PI you set up yourself with your own isk.



Because it discourages player interaction if I have no incentive to seek out others....

So on this point I fundamentally agree with the idea of POCO's - It has even had me thinking about what adaptations I might have to consider...

- Will I have to leave my corp?
- Should I have my Market Alt Corp place one?
- Can I convince my FW Corp to seriously invest in seeding POCO's in our area?

In this way its a very good feature. However, there is a concensus that is developing in regards to how a POCO system should be applied to Low Sec.

Low Sec has always been a hybrid of HSec and Null Sec, and it should remain so for the most part. A transitional region meant to introduce players to ever increasing player interaction. However as proposed, the addition of POCO's in Low Sec seems to be Null Sec creep into this transitional region; and something deserving of challenge and a good debate.

Because just like we would never see Outposts in Low Sec, why should it suddenly make sense to have a fully destructible structure that is tied to the commodities market (a market I would describe as critical) be placed in player hands?

Because if the argument is that this is fine, then it also will hold true to Outposts, Sov, etc. - that there is no limit to such an argument, and suddenly you are only left with Null Sec and Hi Sec... which would be "Not working as intended" imo.

Instead the POCO system should be hybridized in Low Sec.

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Unforgiven Storm
Eternity INC.
Goonswarm Federation
#1113 - 2011-10-20 17:55:02 UTC
CCP Nullarbor wrote:

I'm a programmer so sticking with what I know. Rest assured, we have been discussing all of the content in this thread with the design team the last 2 days and they have been taking notes and creating new tasks for us. We are listening.


can you ask someone of the design team to make a post here, sharing some of the notes they are taking?

thanks

Unforgiven Storm for CSM 9, 10, 11, 12 and 13. (If I don't get in in the next 5 years I will quit trying) :-)

Kassasis Dakkstromri
State War Academy
Caldari State
#1114 - 2011-10-20 17:56:11 UTC
Ingvar Angst wrote:
Kassasis Dakkstromri wrote:
Ingvar Angst wrote:


Although I disagree with is assessment... it's not that the command center was poorly placed, it was optimal at the time. The resources, however, moved requiring the set up to move while the command center remained in place.



Granted some may deploy their colonies with the original intention of the Command Center also being connected. But let's be honest, most do not. So my point remains.

As to the others that did deploy the Colony as intended, with the Command Center linked (even CCP's official PI youtube guide shows it being connected), I would say they have been over extracting. Which again is a consequential choice.

I take only what I need to produce my commodities as I reprocess them toward Tier 4 Advanced Commodities, and I never have had a extractor location run dry yet that caused me to have to move in such a way that I was forced to disconnect from the Command Center.

So again... consequential choices should not be a design consideration.


Hmm... you need to step up the PI then. It's hard to imagine it being done so poorly that you can remain on a single place for any great period of time. Max the skills, crank up the output.

I do admit... even with initial deployment I'm not connecting the command center even though everything is right there with it. There's no need to... it's storage is inferior to a launchpad.

Hmm... you know... command centers could use an overhaul. They're just not very... commanding. More of an annoyance. Buff the storage on them and make them mobile and it's win all round.



Having maxed skills, I still am able to retain an equilibrium in extraction vs. production.... I have consistent Tier 4 Advanced Commodities production, so I know I'm not doing it wrong. Just vying for sustainable production is all.

Yes there could be some improvements for annoying PG issues, etc.

But again it doesn't change the fact that CCP should not be asked to develop based on consequential choice considerations. That's all I'm saying.

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Dominus Alterai
Star Freaks
#1115 - 2011-10-20 17:59:20 UTC
Kassasis Dakkstromri wrote:
Ingvar Angst wrote:
Here's another potential problem... why are these now tied to corporations and not invididuals? The problem is, you get kicked from a corp for whatever reason and now you're cut off from your PI. No one should be able to flip a switch and cut you off from the PI you set up yourself with your own isk.



Because it discourages player interaction if I have no incentive to seek out others....

So on this point I fundamentally agree with the idea of POCO's - It has even had me thinking about what adaptations I might have to consider...

- Will I have to leave my corp?
- Should I have my Market Alt Corp place one?
- Can I convince my FW Corp to seriously invest in seeding POCO's in our area?

In this way its a very good feature. However, there is a concensus that is developing in regards to how a POCO system should be applied to Low Sec.

Low Sec has always been a hybrid of HSec and Null Sec, and it should remain so for the most part. A transitional region meant to introduce players to ever increasing player interaction. However as proposed, the addition of POCO's in Low Sec seems to be Null Sec creep into this transitional region; and something deserving of challenge and a good debate.

Because just like we would never see Outposts in Low Sec, why should it suddenly make sense to have a fully destructible structure that is tied to the commodities market (a market I would describe as critical) be placed in player hands?

Because if the argument is that this is fine, then it also will hold true to Outposts, Sov, etc. - that there is no limit to such an argument, and suddenly you are only left with Null Sec and Hi Sec... which would be "Not working as intended" imo.

Instead the POCO system should be hybridized in Low Sec.


Agreed. For instance, perhaps CCP could make them conquerable or perhaps tie in standings with the NPC faction that actually holds sovereignty. They still need to make it riskier and more dangerous and possibly more expensive than high-sec PI. I'm sure we;ll debate the merits of what they come up with, as I'm sure they are doing this moment.

Reducing your holes to a quivering mess since 2009.

Ingvar Angst
Nasty Pope Holding Corp
#1116 - 2011-10-20 18:01:15 UTC
Kassasis Dakkstromri wrote:
Ingvar Angst wrote:
Kassasis Dakkstromri wrote:
Ingvar Angst wrote:


Although I disagree with is assessment... it's not that the command center was poorly placed, it was optimal at the time. The resources, however, moved requiring the set up to move while the command center remained in place.



Granted some may deploy their colonies with the original intention of the Command Center also being connected. But let's be honest, most do not. So my point remains.

As to the others that did deploy the Colony as intended, with the Command Center linked (even CCP's official PI youtube guide shows it being connected), I would say they have been over extracting. Which again is a consequential choice.

I take only what I need to produce my commodities as I reprocess them toward Tier 4 Advanced Commodities, and I never have had a extractor location run dry yet that caused me to have to move in such a way that I was forced to disconnect from the Command Center.

So again... consequential choices should not be a design consideration.


Hmm... you need to step up the PI then. It's hard to imagine it being done so poorly that you can remain on a single place for any great period of time. Max the skills, crank up the output.

I do admit... even with initial deployment I'm not connecting the command center even though everything is right there with it. There's no need to... it's storage is inferior to a launchpad.

Hmm... you know... command centers could use an overhaul. They're just not very... commanding. More of an annoyance. Buff the storage on them and make them mobile and it's win all round.



Having maxed skills, I still am able to retain an equilibrium in extraction vs. production.... I have consistent Tier 4 Advanced Commodities production, so I know I'm not doing it wrong. Just vying for sustainable production is all.

Yes there could be some improvements for annoying PG issues, etc.

But again it doesn't change the fact that CCP should not be asked to develop based on consequential choice considerations. That's all I'm saying.


I wonder then if it's because I use most planets for extraction of P0, export P1 and one planet that converts P1 on up... maybe that explains the greater drainage...

Six months in the hole... it changes a man.

Kassasis Dakkstromri
State War Academy
Caldari State
#1117 - 2011-10-20 18:06:52 UTC
Dominus Alterai wrote:
Kassasis Dakkstromri wrote:
Ingvar Angst wrote:
Here's another potential problem... why are these now tied to corporations and not invididuals? The problem is, you get kicked from a corp for whatever reason and now you're cut off from your PI. No one should be able to flip a switch and cut you off from the PI you set up yourself with your own isk.



Because it discourages player interaction if I have no incentive to seek out others....

So on this point I fundamentally agree with the idea of POCO's - It has even had me thinking about what adaptations I might have to consider...

- Will I have to leave my corp?
- Should I have my Market Alt Corp place one?
- Can I convince my FW Corp to seriously invest in seeding POCO's in our area?

In this way its a very good feature. However, there is a concensus that is developing in regards to how a POCO system should be applied to Low Sec.

Low Sec has always been a hybrid of HSec and Null Sec, and it should remain so for the most part. A transitional region meant to introduce players to ever increasing player interaction. However as proposed, the addition of POCO's in Low Sec seems to be Null Sec creep into this transitional region; and something deserving of challenge and a good debate.

Because just like we would never see Outposts in Low Sec, why should it suddenly make sense to have a fully destructible structure that is tied to the commodities market (a market I would describe as critical) be placed in player hands?

Because if the argument is that this is fine, then it also will hold true to Outposts, Sov, etc. - that there is no limit to such an argument, and suddenly you are only left with Null Sec and Hi Sec... which would be "Not working as intended" imo.

Instead the POCO system should be hybridized in Low Sec.


Agreed. For instance, perhaps CCP could make them conquerable or perhaps tie in standings with the NPC faction that actually holds sovereignty. They still need to make it riskier and more dangerous and possibly more expensive than high-sec PI. I'm sure we;ll debate the merits of what they come up with, as I'm sure they are doing this moment.



Simply make POCO's in low sec (only) like Null sec Outposts - you retain all the fundamental design elements without the Null Sec 'creep' into Low Sec - All planets (or let's just say a majority so CCP can save face and have a few fully destructible POCO's in Low Sec) still have Custom's Offices, while player interaction is increased. Need for extraneous peripheral features are reduced or elimnated.

A very diplomatic compromise, where everyone wins!

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Kassasis Dakkstromri
State War Academy
Caldari State
#1118 - 2011-10-20 18:09:48 UTC
Ingvar Angst wrote:
Kassasis Dakkstromri wrote:
Ingvar Angst wrote:
Kassasis Dakkstromri wrote:
Ingvar Angst wrote:


Although I disagree with is assessment... it's not that the command center was poorly placed, it was optimal at the time. The resources, however, moved requiring the set up to move while the command center remained in place.



Granted some may deploy their colonies with the original intention of the Command Center also being connected. But let's be honest, most do not. So my point remains.

As to the others that did deploy the Colony as intended, with the Command Center linked (even CCP's official PI youtube guide shows it being connected), I would say they have been over extracting. Which again is a consequential choice.

I take only what I need to produce my commodities as I reprocess them toward Tier 4 Advanced Commodities, and I never have had a extractor location run dry yet that caused me to have to move in such a way that I was forced to disconnect from the Command Center.

So again... consequential choices should not be a design consideration.


Hmm... you need to step up the PI then. It's hard to imagine it being done so poorly that you can remain on a single place for any great period of time. Max the skills, crank up the output.

I do admit... even with initial deployment I'm not connecting the command center even though everything is right there with it. There's no need to... it's storage is inferior to a launchpad.

Hmm... you know... command centers could use an overhaul. They're just not very... commanding. More of an annoyance. Buff the storage on them and make them mobile and it's win all round.



Having maxed skills, I still am able to retain an equilibrium in extraction vs. production.... I have consistent Tier 4 Advanced Commodities production, so I know I'm not doing it wrong. Just vying for sustainable production is all.

Yes there could be some improvements for annoying PG issues, etc.

But again it doesn't change the fact that CCP should not be asked to develop based on consequential choice considerations. That's all I'm saying.


I wonder then if it's because I use most planets for extraction of P0, export P1 and one planet that converts P1 on up... maybe that explains the greater drainage...


I do P0 > P2 all on the same planet - I then export and ship all P2 to the Tier 4 production planet for processing into P3 > P4... Sounds like your loading up you supply chain on the front end rather than gradual stair stepped production?

But it is doable if you are in a 0.3 system or under -- very spotty to sustain on planets in 0.4 in my experience.

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Ingvar Angst
Nasty Pope Holding Corp
#1119 - 2011-10-20 18:13:00 UTC  |  Edited by: Ingvar Angst
Kassasis Dakkstromri wrote:
I do P0 > P2 all on the same planet - I then export and ship all P2 to the Tier 4 production planet for processing into P3 > P4... Sounds like your loading up you supply chain on the front end rather than gradual stair stepped production?

But it is doable if you are in a 0.3 system or under -- very spotty to sustain on planets in 0.4 in my experience.


Yep, wormhole... the P1s all go to an industrial planet with some 27 or so processors on it crunching things up the food chain. Works well, full pos fuel production, approx 140 robotics per day and a small recent shift to some of the materials we'll need for the new things.

But yeah, the extraction planets only have the basic processing on them, no second tier. Allows greater suckage of the resources.

Six months in the hole... it changes a man.

Kassasis Dakkstromri
State War Academy
Caldari State
#1120 - 2011-10-20 18:24:05 UTC  |  Edited by: Kassasis Dakkstromri
rootimus maximus wrote:
Kassasis Dakkstromri wrote:
There seems to be a misunderstanding here....


Thanks for clarifying. It seems to me that they need to make launchpads capable of :shock: launching stuff, then. At least that would give you an option if you don't want to drop customs offices (although I stand by my comment about it not being that much of a hardship for you given your vast potential income).



You would think.... but perhaps a more reasonable arguement to present to CCP might be that the Command Center Upgrades skill should have a direct relationship to the m3 launch capability of the rocket. Which in turn would = 2500m3 and solve the Tier 4 Advanced Commodities export problem in a practical and reasonable way.

Because as a pilot of a Sandbox MMO, I should be able to choose how and in what way I engage others in any mechanic intended to increase player interaction. And I should also be able given an option to use my cunning as a player to circumvent my 'intended playmate'.

Linking Command Center Upgrades skill to CC m3 launch capacity would be a brilliant adjustment that would make much of this feature change far easier to swallow voluntarily. As it is not as efficient as launching to a POCO with a greater capacity, and will require daily runs (as regards Tier 4 Adv. Commodities) to the target launch system thereby also increasing player interaction.

This would be a solid argument to present to CCP over what you have proposed imo.



*P.S. It is also feasible to make this a Temperate and Barren Command Center feature only to avert using it on lower m3 commdities to circumvent the improved efficiency of the POCO. Also an increased ISK sink need be applied to such a change so that a PI Colony Operator is not overly incentivized to abstain from POCO use.

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf