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Player Features and Ideas Discussion

 
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[Summer 2014] Starbase tweaks

First post First post
Author
Proton Power
Imperial Academy
Amarr Empire
#321 - 2014-05-10 22:08:30 UTC
Proton Power wrote:
Seems like a lot of change has happend due to this thread, but I have yet to see any updates on the Component Assembly Array numbers.

While the increase is nice, its not enough.... At current numbers you can build about 100 components (10 days worth) and thats it due to its limited size. So for me and many others we ahve to install multiple jobs because it won't allow us to build any decent sized batch, and then on top of this you have to move minreals around for every single job install. With the current increase it does up the build batch to about 15 days or gives more play room for 10 day batches, but I still have to move minerals every job install.

Please Re-Look into this.


Any answers to this yet.

I can not grasp how the array that builds the largest items (other than ships) gets the smallest boost...
Nalha Saldana
Aliastra
Gallente Federation
#322 - 2014-05-10 23:51:44 UTC
You want people to build from BPC instead of BPOs but at the same time you remove copy slots from the standard research labs?
Makes no sense.
Max Kolonko
Caldari Provisions
Caldari State
#323 - 2014-05-11 14:55:33 UTC  |  Edited by: Max Kolonko
CCP Nullarbor wrote:

So round is misleading, we will be doing a CEIL() aka rounding up. If you need 14.1 after all the runs and material efficiency is multiplied out then it will be 15.


I'm all for CEIL() for positive ME, however for negative ME this leads to strange results, where something that cost 1 unit of something for ME-1% costs two units of something. This puts T2 BPO owners once again at big advantage.

Using either Round() or Floor() to counter this will also cause problems as shown below:

Floor()
2 jobs, each 1 run of BPC ME-4%, basic cost 15 units of something gives us 2*Floor(15*1*1,04)=30
1 jobs, for 2 run of BPC ME-4%, basic cost 15 units of something gives us 1*Floor(15*2*1,04)=31

This shows that in some edge cases its better to run two 1 run jobs than 1 job for two runs

Round()
2 jobs, each 1 run of BPC ME-4%, basic cost 10 units of something gives us 2*Floor(10*1*1,04)=20
1 jobs, for 2 run of BPC ME-4%, basic cost 10 units of something gives us 1*Floor(10*2*1,04)=21

Same as above but shows up for different parameters
Babbet Bunny
#324 - 2014-05-11 16:44:53 UTC
Another question about rounding:

When converting from the old base will ROUND(), FLOOR() or CEIL() be used?

If ROUND() is used all starting materials are about the same as 10 previous 10% waste.

If FLOOR() is used then some items will save components.

If CEIL() then the materials for all items will increase.


Alexei Stryker
Council of Stellar Erections
#325 - 2014-05-12 12:23:12 UTC
Spectre Wraith wrote:
These are all very good changes, however, let me reiterate the one thing that is almost universally wanted/requested, and that is....

MODULAR STARBASES!!

There was a thread created years back of this very idea, including CAD/3d models of what this would be like, and ever since, has probably been the most requested/wanted for starbases.


Requested since 2007
Lochiel
Native Freshfood
Minmatar Republic
#326 - 2014-05-12 18:37:41 UTC
Any thoughts of changing POS's to be more inline with their outpost counter parts? Normalize PG/CPU. Amarr get production bonus, Caldari get research bonus, Minmatar get Refining/compression/Jump-Bridge bonus, Gallente keep their bonus to silo size?

Right now it seems that you use Gallente for reactions, Caldari for everything else, and Minmatar/Amarr if getting those fuels is easier.
Soldarius
Dreddit
Test Alliance Please Ignore
#327 - 2014-05-12 20:26:48 UTC
With the pushing back of Indy changes to Crius, will the POS changes also be pushed back? Yes/no/partly?

http://youtu.be/YVkUvmDQ3HY

Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#328 - 2014-05-12 22:02:30 UTC
Soldarius wrote:
With the pushing back of Indy changes to Crius, will the POS changes also be pushed back? Yes/no/partly?



read the comments on the forum thread linked on the dev blog for the change to the schedule

It is a mess and not sure what parts you are askign about

99% of pos stuff got moved back - not sure if any pos stuff is coming jun 3rd
DeDes
School of Applied Knowledge
Caldari State
#329 - 2014-05-12 22:39:38 UTC
Re: Corporate Hangar Arrays: from 1,400,000 m3 to 3,000,000 m3.

Nice but the idea is about 3 years too late.

When you changed corp hangers to be inaccessible during reinforcement timers and afterwards while shields are below 50% you made using corporate hangers one of the most dangerous ways to store stuff in towers. Smart people have found other safer ways.

Celly S
Neutin Local LLC
#330 - 2014-05-14 13:34:06 UTC
Oxide Ammar wrote:
Azami Nevinyrall wrote:
Can we get another option to remove abandoned POSs, besides a wardec and 8 hours of pew pew?


It's strange post to come from RvB that bashing POS being considered as service you provide, but anyway..they said in the Fanfest (it was answer to question like yours) they will be making CONCORD to fire at any offline POS with no charter in its cargo to clear up the moon for anyone to use them.



I find this to be rather amusing...
Imagine someone who forgot to fuel up their POS and had some sort of issue that prevented them from doing so for an extended period of time?
All of the pilots flocked around that pos waiting for the thing to go pop and all the arrays to un-anchor/drop loot/ect ect.

LOL

I'm sure that the police will have a grace period where they will not attack the POS and the owners will have an opportunity to restock it, but no idea how long that might be as I didn't hear that part of fanfest.

o/
Celly Smunt

Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Temenus Alexander
Alexander Enterprises
#331 - 2014-05-14 13:57:26 UTC
CCP Ytterbium wrote:


We are planning to increase cargo capacity on the following Assembly Arrays:

  • Corporate Hangar Arrays: from 1,400,000 m3 to 3,000,000 m3.
  • Ammunition Assembly Array: from 150,000 m3 to 1,000,000 m3.
  • Component Assembly Array: from 1,000,000 m3 to 1,500,000 m3.
  • Drone Assembly Array: from 150,000 m3 to 1,000,000 m3.
  • Equipment Assembly Array: from 500,000 m3 to 1,000,000 m3.
  • Rapid Equipment Assembly Array: from 500,000 m3 to 1,000,000 m3.

  • As has been said already, this is FAR insufficient for even moderate industry, much less major industry.

    CCP Ytterbium wrote:


    Then, laboratories:

  • Mobile Laboratory has been renamed Research Laboratory. Advanced Mobile Laboratory has been renamed Design Laboratory. Hyasyoda Mobile Laboratory has been renamed Hyasyoda Laboratory.

  • Research labs:
    Time multiplier for Research ME: 0.7 (was 0.75).
    Time multiplier for Research TE: 0.7 (was 0.75).

    Design labs:
    Time multiplier for copying: 0.6 (was 0.65).
    Time multiplier for invention: 0.5 (was 0.5).

    Hyasyoda labs:
    Time multiplier for Research ME: 0.65 (was 0.75).
    Time multiplier for Research TE: 0.65 (was 0.75).
    [/list]


    I've been thinking about this and the devastating effect it will have on research POSes once slots go away, and have some ideas for your consideration. As several of us have said, the above numbers alone are insufficient to make using labs at a POS fiscally viable except perhaps at extreme volume. The time savings does not offset even the worst case (14% added cost) using an NPC station as compared to between 300M-500M per month in fuel costs if running a large station. My proposal is to use the above as base numbers, but to also add role bonuses to the labs appropriate to their specialty and tie them to an existing skill such as "Research." Alternatively, you could add a few skills such as "Research ME," Research TE," and "Research Copying." For example:

    Research Labs role bonus: 5% bonus per level Research ME, 5% bonus per level Research TE

    Design Labs role bonus: 5% bonus per level Research Copying, 5% bonus per level Research, 20% bonus to BPC runs per level Research Copying.

    Hyasoda Labs role bonus: 10% bonus per level Research ME, 10% bonus per level Research TE

    In this way each lab remains distinctive while offering meaningful incentive to utilize a POS as opposed to an NPC station. It also partially addresses the issue of low BPC run caps while allowing inventors to partially close the competitive gap with T2 BPO holders while taking nothing away from T2 BPO holders. Ideally, inventors should have a chance through skill and equipment to research a "perfect" BPC just as a T2 BPO holder may research the BPO to "perfect." Also, by adding further bonuses to research times, it addresses some of the ridiculously long research cycles which can be expected under the new system as unveiled. This benefits smaller and/or newer researchers and industrialists by allowing for less time needed before having a chance to become competitive. The main issue I see is in determining how to reconcile these ideas with player outposts.
    Kenneth Feld
    Habitual Euthanasia
    Pandemic Legion
    #332 - 2014-05-14 16:28:49 UTC
    Temenus Alexander wrote:

    I've been thinking about this and the devastating effect it will have on research POSes once slots go away, and have some ideas for your consideration. As several of us have said, the above numbers alone are insufficient to make using labs at a POS fiscally viable except perhaps at extreme volume. The time savings does not offset even the worst case (14% added cost) using an NPC station as compared to between 300M-500M per month in fuel costs if running a large station. My proposal is to use the above as base numbers, but to also add role bonuses to the labs appropriate to their specialty and tie them to an existing skill such as "Research." Alternatively, you could add a few skills such as "Research ME," Research TE," and "Research Copying." For example:

    Research Labs role bonus: 5% bonus per level Research ME, 5% bonus per level Research TE

    Design Labs role bonus: 5% bonus per level Research Copying, 5% bonus per level Research, 20% bonus to BPC runs per level Research Copying.

    Hyasoda Labs role bonus: 10% bonus per level Research ME, 10% bonus per level Research TE

    In this way each lab remains distinctive while offering meaningful incentive to utilize a POS as opposed to an NPC station. It also partially addresses the issue of low BPC run caps while allowing inventors to partially close the competitive gap with T2 BPO holders while taking nothing away from T2 BPO holders. Ideally, inventors should have a chance through skill and equipment to research a "perfect" BPC just as a T2 BPO holder may research the BPO to "perfect." Also, by adding further bonuses to research times, it addresses some of the ridiculously long research cycles which can be expected under the new system as unveiled. This benefits smaller and/or newer researchers and industrialists by allowing for less time needed before having a chance to become competitive. The main issue I see is in determining how to reconcile these ideas with player outposts.



    Those skills already exist

    Science
    Research
    can't remember the third
    Sigras
    Conglomo
    #333 - 2014-05-14 16:48:20 UTC
    The third is Metallurgy

    Also, Temenus Alexander has clearly never done invention. As I explained here time is everything in invention, and a 40% bonus to copy time and a 50% bonus to invention time makes you WAY more isk
    Katherine Raven
    ALTA Industries
    Intergalactic Conservation Movement
    #334 - 2014-05-14 17:03:05 UTC
    Issue: Lockdown of blueprints after changes

    I'm not sure if this has been discussed yet as I'm far too lazy to scroll through the pages and pages of comments.

    With the blueprint changes blueprints need to be in the POS in order to be researched. I can assume that in the event that someone decided to build off of one the same would be true. The issue I have with this is in regards to blue print lockdown. Currently I can lock down all my blueprints, then give my members access to that hangar division and allow them to run ME jobs, PE jobs, copy jobs, or invention jobs, without me having to worry about anyone walking away with the blueprints.
    However under the new system with blueprints having to be in the POS module itself, I'm limited to two real options

    1) have very strict limitations on who is even allowed INTO my POS, (which defeats the idea of it being a safe haven for corp members). This would allow people to remotely start jobs, but would mean that they would have to wait for me to be online if they need anything moved around or added.

    2) expose every single blueprint that is being researched, or is waiting for research, to potential theft. I myself am not worried about this but I'm sure there are many who would be heavily affected by this.

    Now if we CAN actually lock blueprints down in a POS, this creates a really dangerous situation. If I get war dec'd, I have 24 hours before the POS can be shot at. However the unlock vote is ALSO 24 hours. So unless I happen to be online when the war gets declared, it could be several hours before I'm even aware that war is imminent. While that still gives me plenty of time to get my defenses in order, it does NOT give me enough time to evac my blueprints.

    Are there any plans to accommodate this situation or are researchers just SOL?
    Banko Mato
    Republic University
    Minmatar Republic
    #335 - 2014-05-14 17:29:09 UTC
    Kenneth Feld wrote:
    Temenus Alexander wrote:

    I've been thinking about this and the devastating effect it will have on research POSes once slots go away, and have some ideas for your consideration. As several of us have said, the above numbers alone are insufficient to make using labs at a POS fiscally viable except perhaps at extreme volume. The time savings does not offset even the worst case (14% added cost) using an NPC station as compared to between 300M-500M per month in fuel costs if running a large station. My proposal is to use the above as base numbers, but to also add role bonuses to the labs appropriate to their specialty and tie them to an existing skill such as "Research." Alternatively, you could add a few skills such as "Research ME," Research TE," and "Research Copying." For example:

    Research Labs role bonus: 5% bonus per level Research ME, 5% bonus per level Research TE

    Design Labs role bonus: 5% bonus per level Research Copying, 5% bonus per level Research, 20% bonus to BPC runs per level Research Copying.

    Hyasoda Labs role bonus: 10% bonus per level Research ME, 10% bonus per level Research TE

    In this way each lab remains distinctive while offering meaningful incentive to utilize a POS as opposed to an NPC station. It also partially addresses the issue of low BPC run caps while allowing inventors to partially close the competitive gap with T2 BPO holders while taking nothing away from T2 BPO holders. Ideally, inventors should have a chance through skill and equipment to research a "perfect" BPC just as a T2 BPO holder may research the BPO to "perfect." Also, by adding further bonuses to research times, it addresses some of the ridiculously long research cycles which can be expected under the new system as unveiled. This benefits smaller and/or newer researchers and industrialists by allowing for less time needed before having a chance to become competitive. The main issue I see is in determining how to reconcile these ideas with player outposts.



    Those skills already exist

    Science
    Research
    can't remember the third


    Metallurgy

    And yes, having those skills merged into the effective outcome of lab boni would indeed be a nice move (given it is at all possible with the current state of the POS code).
    Temenus Alexander
    Alexander Enterprises
    #336 - 2014-05-14 22:17:44 UTC  |  Edited by: Temenus Alexander
    *EDIT - Botched post, see below.
    Temenus Alexander
    Alexander Enterprises
    #337 - 2014-05-14 22:18:42 UTC  |  Edited by: Temenus Alexander
    Sigras wrote:
    The third is Metallurgy

    Also, Temenus Alexander has clearly never done invention. As I explained here time is everything in invention, and a 40% bonus to copy time and a 50% bonus to invention time makes you WAY more isk


    I wasn't as clear as I might have been with the examples, but those are precisely what I'm referring to (plus and additional boost to runs) on the Design Lab. To be nore clear:

    Research labs:
    Base time multiplier for Research ME: 0.7 (was 0.75). + a role bonus of 5% per level of appropriate skill (whether new or existing)
    Base time multiplier for Research TE: 0.7 (was 0.75). + a role bonus of 5% per level of appropriate skill (whether new or existing)

    Design labs:
    Base time multiplier for copying: 0.6 (was 0.65). + a role bonus of 5% per level of appropriate skill (whether new or existing)
    [b]Base[/b] time multiplier for invention: 0.5 (was 0.5). + a role bonus of 5% per level of appropriate skill (whether new or existing)
    + 20% to BPC copy run cap per level of appropriate skill (whether new or existing)


    Hyasyoda labs:
    Base time multiplier for Research ME: 0.65 (was 0.75). + a role bonus of 5% per level of appropriate skill (whether new or existing)
    Base time multiplier for Research TE: 0.65 (was 0.75). + a role bonus of 5% per level of appropriate skill (whether new or existing)

    So, yes, what I posted has everything to do with time, and my example for the Design Labs specifically (since that is the lab designated at present by the devs to handle your specific areas of concern) with the appropriate max skills would net a total bonus to Copy Speed of 65% (as opposed to your threshold of 40%) and a total bonus to Invention speed of 150% (as opposed to your threshold of 50%). And give a slight boost to copy run caps at the same time. So, yes, I think I addressed precisely the areas of concern which you share.
    Sigras
    Conglomo
    #338 - 2014-05-14 23:23:30 UTC
    I only have concerns about the research labs; Im saying that the current bonuses the labs offer to speed are more than enough incentive for inventors to use lots and no further bonus is necessary.
    Vesan Terakol
    Trollgrin Sadface
    Dark Taboo
    #339 - 2014-05-15 17:59:12 UTC  |  Edited by: Vesan Terakol
    OK, i'm gonna go a bit crazy here, but with the splitting of invention and research into 2 labs we get yet one more stack of corporate hangars to move stuff between.

    And since you managed to adjust so many thing related to POSes, i'm assuming you managed to break the code that was stopping you from improving them for so long.

    So, how about we get all the hangars of the individual arrays merged (as we have only one corporate hangar in stations), witch each additional array contributing its hangar volume to the total?

    That would reduce A TON of unneeded dragging of materials and checking where you left those the last time.

    Please!

    P.S.: Now that i think of it, splitting the one lab into 2 requires some reevaluation of its fitting requirements. It would be nice if we could still do our research AND invention without overloading the POS's fitting (unless that is part of the design).
    Katherine Raven
    ALTA Industries
    Intergalactic Conservation Movement
    #340 - 2014-05-15 20:38:38 UTC
    Vesan Terakol wrote:
    OK, i'm gonna go a bit crazy here, but with the splitting of invention and research into 2 labs we get yet one more stack of corporate hangars to move stuff between.

    And since you managed to adjust so many thing related to POSes, i'm assuming you managed to break the code that was stopping you from improving them for so long.

    So, how about we get all the hangars of the individual arrays merged (as we have only one corporate hangar in stations), witch each additional array contributing its hangar volume to the total?

    That would reduce A TON of unneeded dragging of materials and checking where you left those the last time.

    Please!

    P.S.: Now that i think of it, splitting the one lab into 2 requires some reevaluation of its fitting requirements. It would be nice if we could still do our research AND invention without overloading the POS's fitting (unless that is part of the design).


    This. This would be fantastic. If it's feasible.