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Blueprint data adjustments thread

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Author
Medalyn Isis
Doomheim
#21 - 2014-05-19 18:20:35 UTC
Hashi Lebwohl wrote:
For ship blueprints the only extra materials are the ship itself and the RAM. So the effect of your ME changes will be a large fall in the material costs of invented ships - probably your intention - but your extra-material justification is just a fig leaf.

If I recollect, in the previous thread Greyscale mentioned that base material cost would be increased for all T2 BPOs and BPCs to leave the materials required to build at around the same levels for invented T2 BPCs.

Just wondering on this point though, what is the level of ME which you are intending to set as equivalent to the current -4 ME Greyscale? You mentioned decryptors would possible be able to push ME to +5, so would ME 0 be the equivalent in terms of materials as a current ME -4 BPC?
Aluka 7th
#22 - 2014-05-19 18:28:52 UTC  |  Edited by: Aluka 7th
Currently Capital, Large, Medium and Small rigs regarding all time stats (copy,manuf,inv,ME/TE) in this ratio 8:4:2:1.
In new system they would be rank 40:20:10:5.

Could you explain how would this ratio be after patch so I could give you better feedback?
Will size be applied to them (4x,3x,2x,1x) with would end being 32:12:4:1 (when rank and size is applied)? Not shure where am I applying the size thingy to RIG scenario Attention
That (32:12:4:1) would reduce demand for salvage with current production capacity about 4.08 times which would have devastating effect on salvage price and I would really suggest that RIGS keep their 8:4:2:1 ratio in all time stats. (fyi They have 125:25:5:1 ratio in material req. stats) and currently copy time per single copy is 13% of build time but no one copies.

Also with introduction of T2 2 run ME0 PE0 rig BPCs in exploration sites, invention of those died.
Not sure what I could suggest there.
Medalyn Isis
Doomheim
#23 - 2014-05-19 18:36:11 UTC
Got my head around these change in their entirety now, and as an overall package I would say it looks very good. The ranks look spot on. When you say size*meta level, this would only apply to T2 items (meta 5), and base T1 items (meta 0), so not quite understanding that equation there. But from the table you listed that looks right.

Dealing with the max run copies issue, I would imagine just bump that up or lower it until everything is roughly 80% of build time.

The only issue I have is with making bland landscape when it comes to invention by basing every single BPC as having a single optimal ratio that encompasses all. But I think I have repeated that to ad nauseam now. :)

Looking forward to getting information on how decryptors will work ,and how you are intending to deal with adding the extra materials to T2 items to compensate for getting rid of - ME, (and I guess also adding build time to compensate for getting rid of - PE?).
Valterra Craven
#24 - 2014-05-19 19:36:58 UTC
CCP Greyscale wrote:


Also, please can we avoid talking about future changes to T2 BPOs in this thread; if you want to talk about that stuff *somewhere* take it to this blog feedback thread: https://forums.eveonline.com/default.aspx?g=posts&t=340181

This thread is *just* about changing blueprint data, thanks :)


I'm confused about this request, do T2 BPOs not have data that can be changed?
Matthew
BloodStar Technologies
#25 - 2014-05-19 20:03:38 UTC  |  Edited by: Matthew
CCP Greyscale wrote:
Possibly changing build times to be a function of rank; otherwise modules and charges (among other things) may need to break the copy/build paradigm to avoid a big nerf


I assume by this you mean reducing the build time on these, as an alternative to increasing copy times? If we are going to do this across the board, then we can set a baseline using a Size 1, Tech 1 frigate module:

150mm railgun I blueprint (frigate size) current has production time of 600s, copy time per run of 80s. If we adjust the build time downwards to maintain the desired 80% copy time ratio, then this would give a new production time of 100s, so we are now manufacturing frigate modules significantly faster than before.

If we then step up to the battleship-sized 425mm railgun, this again currently has 600s production time and 80s copy time. So if we wanted to keep the copy time ratio, we would also reduce the production time on this to 100s. But that doesn't respect the scaling by rank, so we would multiply this up by 3 to give 300s production time and 240s copy time, so you've halved production time but increased copy time by 3x.

Scaling it up further, we take an Abaddon, current production time 18000s, copy time per run of 72000s. If we keep the size scaling of production time already established, the Abaddon would come out with a new production time of 6000s, 1/3 of it's current value. Copy time would then reduce to 4800s.

If we use the Abaddon as the baseline instead, we would massively increase build time to 90000s to make the copying ratio work, which would scale build times on the 425mm railgun to 4500s and the 150mm railgun to 1500s. Copy times on those two would then be 3600s and 1200s respectively.


Of course, there are varied options in between, where we adjust both the production time and copy time. I like the idea of making all the blueprint timings all nice and neat and internally consistent, but as far as I can see, however we cut it, we are going to end up with some items having some properties that are quite drastically different to their current values. I think the key to whether this is going to work will be which items take that hit, in what direction, and just how big the hit is.


CCP Greyscale wrote:
SIZE:
1 - frigate/destroyer modules (power draw between 2 and 34)


Might want to re-zero this size scale, otherwise you are presumably going to end up with lots of things of size <1, such as ammo, drones, T2 components etc, which currently have manufacturing times significantly less than a T1 frigate module.


CCP Greyscale wrote:
Setting rank to equal size*metalevel


Just want to echo concerns already in the thread about how this will interact with module Tiericide. Something that will presumably have to be factored into the wider invention re-work as well.

However, if we go with the stats we have and say that Tech 2 is Meta 5, and we've scaled Tech 1 as per my example above, then manufacturing time for 150mm railgun II becomes 500s (down from 7000s), with the corresponding copy time then 400s (down from 5600s). That's a pretty drastic reduction.

Looking at this more widely, this would mean that any T2 item where the T2:T1 production time ratio is <5:1 would get a production time increase, while anything >5:1 would get a decrease. The former would be siege modules, small T2 ammo, jump freighters, a few odd modules, mining links and T2 frigates. At the other end of the scale is large T2 ammo, larger modules and some T2 rigs. The ratios range from 1:1 all the way to 100:1, so again there would be some quite drastic changes if this was to be flattened out to 5:1 across the board.

Note that the above ratios are based on the ratio of the T1 and T2 productionTime values, adjusted for the portionSize attributes of the two productTypeIDs to give a ratio of time per unit of product. If you don't do this, you end up with ratios up around 266:1 for ammo, due to the much larger portion size of the T2 ammo compared to T1.

CCP Greyscale wrote:
I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force


Let Tech 1 production time = X
Tech 2 production time = 5X
(on the basis that the T2 item will always be the same "size" as the T1 item, just at Meta 5). This then implies:
Tech 1 copy time = 0.8X
Tech 2 copy time = 4X

Let Invention time = Y
Use T2 BPC build time = 2 * T1 BPO copy time + T1 BPO invention time

Gives 5X = 1.6X + Y
Therefore, Y = 3.4X


The vast majority of invented items currently have an invention time significantly higher than 3.4 times their T1 manufacturing time - the majority are currently at 15x. So, all other things being equal, this would lead to significant reductions in invention times.

Of course, the downside is that it relies on establishing the 5:1 scaling of production times between Tech 1 and Tech 2, and the copy time scaling, with the significant changes covered above. However, once you start to move away from these ratios, it starts looking significantly less neat. While other combinations will work, you are limited to the T2:T1 production time ratio always needing to be appreciably larger than twice the T1 Copy:Build ratio to avoid skewed invention times.
Matthew
BloodStar Technologies
#26 - 2014-05-19 20:07:35 UTC
CCP Greyscale wrote:
We are expecting to mechanically rework invention following the Crius release, so we do not want to create wasted work by making too many changes to it for Crius


As it stands, invention is an anchor for the balance of copying and invention times, as well as the whole max-runs issue. A lot of the proposals from the previous thread about how you could get more freedom for these sort of changes revolved around significant changes to invention (e.g. changing how they consume BPC runs).

For this reason, I'd be inclined to err on the side of making the absolute minimum changes necessary in Crius to make the manufacturing/copy changes work, then pursue the wholesale goals of making blueprints more coherent once the changes to invention are firmed up so there is a better idea of exactly how much flexibility we have.
H3llHound
Center for Advanced Studies
Gallente Federation
#27 - 2014-05-19 20:29:10 UTC
What are your plans with invented T2 bpc when considering the production time. So far this is the most time consuming part and could double the T2 output from invention(ignoring changes to copy/invention).

For example: a 10run Scorch L at -4/-4 takes over 2weeks to build. With no negative values, lets say 0, that would drop to half the time if runtimes stay unchanged.
Aluka 7th
#28 - 2014-05-19 20:49:43 UTC
After some calculation T2 build = 2*(1run copy time of T1BPO + invention time of T1 BPO) - IS OK.
T1 copy time to be 80% of T1 BPO build time - is OK.

AND I would suggest that invention time would be 2x of the copy time.
Elena Thiesant
The Scope
Gallente Federation
#29 - 2014-05-19 20:52:18 UTC
Can I draw your attention to the Prototype Cloaking Device BPO? Copies much like a T2 BPO (massive time, needs RDbs), but is T1. This seems to be a bit of an oddball. Will it remain so, or be put into line with other T1 stuff?
probag Bear
Xiong Offices
#30 - 2014-05-19 21:21:35 UTC  |  Edited by: probag Bear
CCP Greyscale wrote:

- I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force


To give you some data, I whipped up a quick script to go through every inventable item and find out what the limiting factor is.

Method:
Iterate through every inventable item and use current prices¹ to determine optimal T1 BPC runs, optimal decryptors, and optimal meta item usage, for maximum isk/hr.
Optimal T1 BPCs for invention are actually always either max-run or min-run. I don't believe there's any exceptions to that, but my script tried to find them anyway.

Assumptions:

  • IVs for all datacore and encryption skills.
  • Current decryptor attributes (which will change, I gather).
  • A 1:1 science to manufacturing slot ratio. As in, a person that has a couple of characters with 10 MSlots and 10 SSlots each, rather than 8 characters with 10 MSlots and 4 characters with 10 SSlots. I feel this is the most common configuration among industrialists. Changing the slot ratio messes with the entire calculation.
  • A world in which our hypothetical industrialist never leaves any slots unused. Or at least a world in which he wastes equal times on both MSlots and SSlots. Your proposal to "put in 24 hours' worth of invention in one go" would bring reality closer to this model.
  • The time multiplier for the revamped POS modules is used: Design labs for copying and invention, and Assembly Arrays for manufacturing.


Abbreviations used:

  • MT = Manufacture time
  • IT = Invention time
  • CT = Copy time
  • B* = Base * (e.g: BCT = base copy time, from the raws)

Edit: Forgot to clarify. Under the modifier column, mX means you use the optional lower-meta ingredient with meta level X, and dX means you use decryptor X from the zero-starting list [none, Augmentation, Optimized Augmentation, Symmetry, Process, Accelerant, Parity, Attainment, Optimized Attainment]. For example, d0m0 means no decryptor and no meta item, while d3m3 would mean Symmetry and a meta 3 item.

Rubicon:
Pastebin CSV

Option 1 (BCT = 0.8*BMT && BIT = BMT/2-BCT):
Pastebin CSV

Option 2 (BCT = 0.8*BMT && BIT = BMT/2-BCT && Actual IT = BIT * number of resulting T2 BPC runs²):
Pastebin CSV


And yeah, there's a handful of modules where that proposed invention time would actually end up being negative. Could quickly be fixed though.


¹ Eve-Central reported prices from around the time Eve went down for Americans (20:00?). Been waiting to post this since then.
buy-percentile used for raw material prices, sell-percentile used for finished product prices.

² Example: say the time needed to invent a 1-run Damnation is 8hr. The time needed to invent a 2-run Damnation (Accelerant decryptor) would be 16hr. You briefly asked about this somewhere in the other thread.


My personal opinion:
Medalyn Isis wrote:
As many others have also highlighted, each BP is limited by a different aspect of the production chain. If you do decide to amalgamate everything to have exactly the same ratios and have every BP limited by manufacturing slots, then you will turn the current bumpy landscape into a flat desert. [snip]

probag Bear wrote:
That can easily be something good, something you want changed, and I'm fine with that. But I don't want it to be something that you just overlook and yet it significantly changes the dynamics of the invention profession.
Sabriz Adoudel
Move along there is nothing here
#31 - 2014-05-19 23:32:27 UTC
Firstly, these proposed changes will drastically change the decryptor market. By closing the gap in production cost between 'good' ME results and 'bad' ME results, throughput (invention probability x modified max runs) will become the only important statistic on most decryptors. Currently, the difference between build price on a no decryptor invented BPC and a Process decryptor BPC is 25%; after these changes it will be 3-6% depending upon how you do it. Factor in invention chance, and the Process decryptor will only just be worth using on Marauders after this change, whereas presently it is used on HACs and anything larger.

Personal interest statement on this feedback: given that I am sitting on hundreds, maybe thousands of Symmetry decryptors (and low double figures of the much more expensive and soon to be nearly worthless Process decryptors), I can live with this :). Doesn't mean I think it's a good change, but it will definitely make me billions.


Secondly, there are four things that can be limiting with the present tech 2 production system - player tolerance for clicks, copy slot time, invention slot time and production time. The second and third overlap as they Examples of each:

- Warrior II is limited by click tolerance
- Most battleship modules are limited by copy slot time; in addition, for most inventors that do not have access to a POS, this becomes limiting for many more things.
- Rigs and ships are limited by invention slot time
- Ammo is limited by production time
- In addition, all sorts of production may be limited by available capital (for example, I cannot run nine Marauder builds at once).

I would recommend you continue this system. The less knowledgeable inventor will continue mass inventing one or two items they are familiar with and will just accept that they always have (for example) too many production lines; the more knowledgeable will game the system and do some from each category, trying to maximize all four resources, and the most knowledgeable will treat the whole system as an optimization problem and try to solve it for maximized ISK, rather than maximized resource usage.


Concrete suggestions:

- Increase the multiplier for larger module (BS/capital) copy and invention time significantly, and decrease the multiplier for small modules, so that those with science slot hours to spare have the option to focus on larger modules, and those for whom science slot hours are limited can focus on smaller ones.

- Sample times of what I'd like to see for public station slots, max skills:

Copying:
Light Neutron Blaster I, 20 copies, 300 runs: 30 hours (presently 100)
Heavy Neutron Blaster I, 20/300: 120 hours (presently 100)
Neutron Blaster Cannon I, 20/300: 300 hours (presently 100)

Invention:
LNB II: 60 minutes (presently 150)
HNB II: 240 minutes (presently 150)
NBC II: 600 minutes (presently 150)

Production time:
For consistency I assume no decryptors anywhere here, although for obvious reasons anyone actually building Neutron Blaster Cannon II would use at least a cheap Symmetry decryptor and I believe they are optimal on Heavy Neutron Blaster II too.
LNB II (no decryptor, 10 runs): 20 hours (currently about 22.2)
HNB II: 40 hours (currently I think these are about 45)
NBC II: 60 hours (currently about 67)

In short, science times would go up in a 1:4:10:X ratio from frig:cruiser:BS:capital modules, with production times 1:2:3:X. (I'm leaving capital modules out; someone that knows more about them than me is more qualified to make suggestions there).


A side benefit is that this would provide science jobs that work well for people that log on twice a day. Presently someone looking to optimize the % of time their science slots are in use that can log on twice a day is somewhat limited to rigs, as most invention jobs are either short module jobs (2.5 hours or less) or long ship jobs (25 hours or more).



Personal interest statement: I and my in-game associates are very, very large net user of Light Neutron Blaster II and would benefit from less science slot hours being required to produce these, so I do stand to personally gain from this proposal.

I support the New Order and CODE. alliance. www.minerbumping.com

Medalyn Isis
Doomheim
#32 - 2014-05-19 23:39:33 UTC  |  Edited by: Medalyn Isis
Matthew wrote:
Of course, there are varied options in between, where we adjust both the production time and copy time. I like the idea of making all the blueprint timings all nice and neat and internally consistent, but as far as I can see, however we cut it, we are going to end up with some items having some properties that are quite drastically different to their current values. I think the key to whether this is going to work will be which items take that hit, in what direction, and just how big the hit is.

We don't need to drastically change BPOs properties as would be the case in the example you gave. I have already identified a number of pre-existing categories which seem to exist within the current system. There are probably lots more but I have't researched every item extensively myself, only a small segment of the available items. All battleship BPOs for instance could be put into a category which has it's own specific overarching theme, and with it's own ratios of copy/man/inv. I think as long as we keep the overarching copy time = build time * 0.8, then some we can pretty much deal with the rest of the attributes as we see fit.

Also, I think it should be quite simple to balance the copy / build ratio, with build times remaining pretty much consistent with what they are now, and then you can play around with the max runs and overall copy time as the variables. This shouldn't have an impact on invention items either if we get the ratio between T2 BPC manufacture time and T1 BPO copy times correct.

So the question is, which items would go into which categories, and what are the properties of each category. I strongly favour ships for example to be heavily invention limited, whilst ammo much more heavily manufacturing limited. That is a pretty broad definition though, the precise details would need to be pinned down.
probag Bear
Xiong Offices
#33 - 2014-05-20 01:35:34 UTC  |  Edited by: probag Bear
And while we're pointing out inconsistencies in blueprints stats:

All T2 non-armor rigs have the following manufacture requirements:

  • Small rigs - Level 1 of parent rigging skill
  • Medium rigs - Level 1 of parent rigging skill
  • Large rigs - Level 1 of parent rigging skill
  • Capital rigs - Level 4 of parent rigging skill

T2 armor rigs are the only ones that follow a different pattern of manufacture requirements:

  • Small rigs - Level 1 of parent rigging skill
  • Medium rigs - Level 2 of parent rigging skill
  • Large rigs - Level 3 of parent rigging skill
  • Capital rigs - Level 4 of parent rigging skill
Loraine Gess
Confedeferate Union of Tax Legalists
#34 - 2014-05-20 04:59:33 UTC
If you are going to display production times down to the second (this WAS sighted for Crius, right? Please?), please have TE clearly indicate what each level will shave off. If runs are calculated to be able to take fractions of a second, either individually and/or in a batch configuration, this information is highly valued and needed. It should be prominently displayed in the EVE window.




Because, unfortunately, our time keeping is not a decimal system.
Skia Aumer
Planetary Harvesting and Processing LLC
#35 - 2014-05-20 05:23:22 UTC
CCP Greyscale wrote:
Possibly changing build times to be a function of rank

That would be a very needed change.
But!
Are you ready to reduce the time for Cynosural Field Generator by 60 times or increase the time for Abaddon by 60 times? Because at the moment, they have the same build time, and their ranks are 60 times apart. As for me, I'd like to see build times to be increased considerably, that would give a niche to work in for many players, not only 1% of dedicated industrialist.
Odoya
Aeon Abraxas
#36 - 2014-05-20 07:21:57 UTC
Medalyn Isis wrote:
Odoya wrote:
If the invention success rates went up dramatically, tying the time / duration might have less of an impact

It doesn't really matter from an inventors perspective. If inventing stuff gets harder, that just means less supply and prices increase. As long as there isn't a drastic change, then I'm not concerned personally. T2 BPO holders may get a slight buff, but they are already getting a heavy nerf as a result of getting rid of negative me and pe levels.


I agree market forces will level the playing field to an extent, but keep in mind other changes like build costs are already going to inflate the cost of manufactured items. Also, the market may not respond as simply as you posit. A net slow down in success rates can also mean a slow down in volume of materials used to produce goods made from t2 bpcs. And ships purchased with LP will likely enjoy a profit bump because they aren't subject to build taxes, etc. Making changes in the velocity or volume of production combined with inflationary taxes sounds like a disincentive to engage in industry. The goal is to make industry more transparent and fun to play.

There can also be a downstream effect depending on how other changes impact slot types on mobile labs (not sure what that impact is). Currently, a mobile lab can run 1 copy job and 5 invention jobs. But, my point was that invention already is a significant force in terms of sunk costs and opportunity costs. Changing the success rate to offset lost opportunity costs can accurately reflect the dev intent (which I'd love to get more detail on).
Odoya
Aeon Abraxas
#37 - 2014-05-20 07:46:16 UTC
CCP Greyscale wrote:

- We are expecting to mechanically rework invention following the Crius release, so we do not want to create wasted work by making too many changes to it for Crius
- Simple things that make industry better are very much in our ballpark!

Specific goals we are currently pursuing:
- We would like to make copy times consistently lower than build times, so building from copies is the optimal play (dovetails with our starbase changes, for example)

- Copy time to 80% of build time base; TE and skills mean it works out slightly faster copying than building
\


Thank you on the first two points!

Would you consider making the copy & invention process one clickable event for invention? So account for the copy time but allow it to be a combined copy & invention event so additional intervention and clickiness isn't required? Skills can still impact the bottom line in terms of material and time, but this is also a chance to allow (say a checkbox to combine both activities) a savings in busy work. A uniform underlying logic can be achieved and positive player experience can improve. There can be also be sufficient incentives to make this a significant act (no cancelling jobs, loss of materials, additional expense to setup the job, skills needed, etc...).
CCP Greyscale
C C P
C C P Alliance
#38 - 2014-05-20 11:24:05 UTC
Preface: this feedback thread is awesome. Thank you everyone :)

ShesAForumAlt wrote:
On to actual content -
If copy time is roughly the same as build time, that means it'll take roughly twice as long to build from copies as building from the original. That seems to me that goes against the whole industry focused on building from copies concept. Is this because of the crazy good copy time modifiers?

You say that you want to make rank equal to size times meta level - first, I assume all T1 mods are assigned meta 1 instead of meta 0 currently, correct? OR its actually meta +1. Second, that seems like a nice way to fix it if build times are a function of rank so that T2 Build time is 5 times longer than T1. I like the idea of T2 things having a fixed relationship vs the base item. Its odd when say ammo (scorch L for example) is ~60 times as long of a build time from the T1 version vs say a T2 frigate which takes only about 5 or 6 times as long (Purifier vs Inquisitor). Having that relationship be fixed would be great, and I like just a flat multiplier better than looking at both copy and invention times.



First para: the assumption is that people for whom copy->build matters are primarily T1 manufacturers and thus aren't constrained by character research slots the way inventers are, so the increased total job time is less important than the fact that they can get a small throughput increase from each BPO over time. If this doesn't hold up, please let me know :)

Second para: yes, that should have said "meta + 1", otherwise it doesn't make sense :)

Gilbaron wrote:
Be careful with the size*metalevel thing, especially if want to allow us to manufacture our own meta 2-4 modules (fozzies balancing presentation)

If the meta level no longer means quality but specialisation instead, you are up to some significant price differences based on this

How about something with tech level instead?


Yeah, reasonable point. I'll go talk to the balance people about their plans here and get back to you :)

Hashi Lebwohl wrote:
I do not see the comprehension that module blueprints and ship blueprints are very different.

Modules

For module blueprints most of the non-minerals are extra materials - a change put through a few nerfs ago to bring build costs for bpo and bpc's closer together - researching a module bpo only save some minerals.

Your changes will have a small reduction in the cost of most modules - unless you fix the build cost back up...at which stage you have to wonder why bother?

Ships

For ship blueprints the only extra materials are the ship itself and the RAM. So the effect of your ME changes will be a large fall in the material costs of invented ships - probably your intention - but your extra-material justification is just a fig leaf.





Good points. I've mainly been looking at module data thus far, I will get into ships as the math progresses and probably find things that need adjusting there :)

WRT the reason for changes to ships, because of the extra-materials issues with modules, we want to remove negative ME/TE from invention entirely as it's messy to have it in some places but not others, hence affecting ships as well.

Agoma Akira wrote:
please please please just finaly add blueprint specs to the inventory, specs being, ME/PE(TE) and runs remaining. and/or allow blueprints being linked to chat from the S&I display.

Now why does one want this,:
Case Bp user: allows him to quickly pick a print from inventory to move over to a pos or different station to build, research, copy or invent.

Case Bp seller: after a while some people (yes including me) have build up a nice supply of prints, wich are researched to various levels to supply builders with a print in there price range (high»low quality)

Now to sell those prints he/she will want to link a certain print to chat and sell to a buyer to avoid public contracts and having the actual talk and haggle with people as part of the game experiance taking time to do so and being compensated by not having fees.

Public contract fees example: capital prints wich on average are 1B+ start @ 9-10m fee +10m deposit and are limited to regional acceptance

thank you for your attention

:)


Sorry, you'll need to bring this up in a UI-related thread, I'm just dealing with spreadsheets here :)

Medalyn Isis wrote:
Hashi Lebwohl wrote:
For ship blueprints the only extra materials are the ship itself and the RAM. So the effect of your ME changes will be a large fall in the material costs of invented ships - probably your intention - but your extra-material justification is just a fig leaf.

If I recollect, in the previous thread Greyscale mentioned that base material cost would be increased for all T2 BPOs and BPCs to leave the materials required to build at around the same levels for invented T2 BPCs.

Just wondering on this point though, what is the level of ME which you are intending to set as equivalent to the current -4 ME Greyscale? You mentioned decryptors would possible be able to push ME to +5, so would ME 0 be the equivalent in terms of materials as a current ME -4 BPC?


+2 will be the baseline, so that -2 decryptors bring us back down to 0. And yes, we'll transition old bpcs :)

Incidentally, if anyone can explain why we see eg ME -8 Sensor Booster II blueprints in people's inventories on TQ, that'd be super, because I can't immediately see how that has happened :/

[quote=Aluka 7th]Currently Capital, Large, Medium and Small rigs regarding all time stats (copy,manuf,inv,ME/TE) in this ratio 8:4:2:1.
In new system they would be rank 40:20:10:5.

Could you explain how would this ratio be after patch so I could give you better feedback?
Will size be applied to them (4x,3x,2x,1x) with would end being 32:12:4:1 (when rank and size is applied)? Not shure where am I applying the size thingy to RIG scenario Attention
That...
CCP Ytterbium
C C P
C C P Alliance
#39 - 2014-05-20 11:26:11 UTC
probag Bear wrote:
And while we're pointing out inconsistencies in blueprints stats:

All T2 non-armor rigs have the following manufacture requirements:

  • Small rigs - Level 1 of parent rigging skill
  • Medium rigs - Level 1 of parent rigging skill
  • Large rigs - Level 1 of parent rigging skill
  • Capital rigs - Level 4 of parent rigging skill

T2 armor rigs are the only ones that follow a different pattern of manufacture requirements:

  • Small rigs - Level 1 of parent rigging skill
  • Medium rigs - Level 2 of parent rigging skill
  • Large rigs - Level 3 of parent rigging skill
  • Capital rigs - Level 4 of parent rigging skill


Skills are a different problem that'll be tackled at a later date.
CCP Greyscale
C C P
C C P Alliance
#40 - 2014-05-20 11:28:40 UTC
Matthew wrote:
CCP Greyscale wrote:
Possibly changing build times to be a function of rank; otherwise modules and charges (among other things) may need to break the copy/build paradigm to avoid a big nerf


I assume by this you mean reducing the build time on these, as an alternative to increasing copy times? If we are going to do this across the board, then we can set a baseline using a Size 1, Tech 1 frigate module:

150mm railgun I blueprint (frigate size) current has production time of 600s, copy time per run of 80s. If we adjust the build time downwards to maintain the desired 80% copy time ratio, then this would give a new production time of 100s, so we are now manufacturing frigate modules significantly faster than before.

If we then step up to the battleship-sized 425mm railgun, this again currently has 600s production time and 80s copy time. So if we wanted to keep the copy time ratio, we would also reduce the production time on this to 100s. But that doesn't respect the scaling by rank, so we would multiply this up by 3 to give 300s production time and 240s copy time, so you've halved production time but increased copy time by 3x.

Scaling it up further, we take an Abaddon, current production time 18000s, copy time per run of 72000s. If we keep the size scaling of production time already established, the Abaddon would come out with a new production time of 6000s, 1/3 of it's current value. Copy time would then reduce to 4800s.

If we use the Abaddon as the baseline instead, we would massively increase build time to 90000s to make the copying ratio work, which would scale build times on the 425mm railgun to 4500s and the 150mm railgun to 1500s. Copy times on those two would then be 3600s and 1200s respectively.


Of course, there are varied options in between, where we adjust both the production time and copy time. I like the idea of making all the blueprint timings all nice and neat and internally consistent, but as far as I can see, however we cut it, we are going to end up with some items having some properties that are quite drastically different to their current values. I think the key to whether this is going to work will be which items take that hit, in what direction, and just how big the hit is.


CCP Greyscale wrote:
SIZE:
1 - frigate/destroyer modules (power draw between 2 and 34)


Might want to re-zero this size scale, otherwise you are presumably going to end up with lots of things of size <1, such as ammo, drones, T2 components etc, which currently have manufacturing times significantly less than a T1 frigate module.


CCP Greyscale wrote:
Setting rank to equal size*metalevel


Just want to echo concerns already in the thread about how this will interact with module Tiericide. Something that will presumably have to be factored into the wider invention re-work as well.

However, if we go with the stats we have and say that Tech 2 is Meta 5, and we've scaled Tech 1 as per my example above, then manufacturing time for 150mm railgun II becomes 500s (down from 7000s), with the corresponding copy time then 400s (down from 5600s). That's a pretty drastic reduction.

Looking at this more widely, this would mean that any T2 item where the T2:T1 production time ratio is <5:1 would get a production time increase, while anything >5:1 would get a decrease. The former would be siege modules, small T2 ammo, jump freighters, a few odd modules, mining links and T2 frigates. At the other end of the scale is large T2 ammo, larger modules and some T2 rigs. The ratios range from 1:1 all the way to 100:1, so again there would be some quite drastic changes if this was to be flattened out to 5:1 across the board.

Note that the above ratios are based on the ratio of the T1 and T2 productionTime values, adjusted for the portionSize attributes of the two productTypeIDs to give a ratio of time per unit of product. If you don't do this, you end up with ratios up around 266:1 for ammo, due to the much larger portion size of the T2 ammo compared to T1.

CCP Greyscale wrote:
I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force


Let Tech 1 production time = X
Tech 2 production time = 5X
(on the basis that the T2 item will always be the same "size" as the T1 item, just at Meta 5). This then implies:
Tech 1 copy time = 0.8X
Tech 2 copy time = 4X

Let Invention time = Y
Use T2 BPC build time = 2 * T1 BPO copy time + T1 BPO invention time

Gives 5X = 1.6X + Y
Therefore, Y = 3.4X


The vast majority of invented items currently have an invention time significantly higher than 3.4 times their T1 manufacturing time - the majority are currently at 15x. So, all other things being equal, this would lead to significant reductions in invention times.

Of course, the downside is that it relies on establishing the 5:1 scaling of production times between Tech 1 and Tech 2, and the copy time scaling, with the significant changes covered above. However, once you start to move away from these ratios, it starts looking significantly less neat. While other combinations will work, you are limited to the T2:T1 production time ratio always needing to be appreciably larger than twice the T1 Copy:Build ratio to avoid skewed invention times.


- Yes there will be some reasonably significant changes :) When I find something I'm reasonably happy with, I'll post it here so we can talk actual numbers and determine if it makes sense
- That scale is just for modules, I'm doing other things as I get to them. Ammo, drones, rigs etc can all be sized nicely by ship size (not the same number, just using the obvious groupings); components and boosters and so on will require more finesse!
- Yup, it may end up that we can't square invention neatly with this...