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New industry skills discussion (connected to Advanced Industry)

First post First post First post
Author
Arronicus
State War Academy
Caldari State
#201 - 2014-10-21 07:47:01 UTC
It might not be completely defined as 'industry', but Industrial Reconfiguration (the skill required to run the industrial core) on the Rorqual is so lacking in value that training it beoynd level one is more of an aesthetic simply to not have a skill at one, than to give any practical use. Given how worthless heavy water is, and how a roughly 30 day train to go from 4 to 5 only saves you 50 heavy water, I think it's pretty clear that the skill rank for the skill is about 7 levels too high.

Tying a cycle time reduction into this skill would be of great benefit in the rorqual rethink, but increasing the bonus of the skill to something like 15 or 17.5% reduction per level would be far more meritous. Dropping heavy water consumption from 1000 to 850 or 800 isn't a worthwhile or noticable benefit, but going from 1000 down to 125 at level 5 would at least create a little less hassle, and over time amount to some notable degree of savings.
Elegbara
White Wolf Enterprises
Harmonious Ascent
#202 - 2014-10-24 12:47:30 UTC  |  Edited by: Elegbara
Something more related to research: a skill that adds a probability of extra stuff being recovered when reprocessing named modules. That is - you not only get the materials everyone gets, but say a really low chance of a decryptor. Or some additional mineral. Or whatever.

Similar skills for faction modules and ships. Here you have a high change of "getting back" one 1-run blueprint and also a small chance of getting a second one. The cost of wasted minerals should cover the cost of that new blueprint.

Open your eyes. And awaken.

Enya Sparhawk
Black Tea and Talons
#203 - 2014-11-02 05:25:06 UTC  |  Edited by: Enya Sparhawk
Hmmm... how about an advanced skill that lets you choose a sort of manufacturing out side of the regular set of items on any outpost or station listing ie. ammo, cruisers, battleships, Tech II, Tech III (maybe in turn allowing you to use a new research team at that station/outpost to manufacture with)

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Mhari Dson
Lazy Brothers Inc
#204 - 2014-11-05 09:27:34 UTC
Still need more science slots, multi-run is nice but falls far short.
Fenixis
Crazy Money Making Mofos
#205 - 2014-11-24 01:50:55 UTC
Fenixis wrote:
Fenixis wrote:
please make ice harvesting crystal to fit deep core miner II, so that the Prospect can harvest ice.
allow usage at having ice processing 3 and t2 version at 4.
also ice harvesting 1.
something along those lines would be an interesting addition.
just a thought.

this could add new items to make use and buy
boost sales/ usage of modulated deep core miner II
The ship wouldnt have to mine as fast as the procurer, but a small fleet of them might be good for null sec and shattered wormholes.
Vova Killer
A Simple Free Corporation
#206 - 2014-11-26 15:43:51 UTC
It will be intresting to add skills for making industry in planets, this skill must be connected to Planetary and Advanced Industries.
My opinion that Planetary too simple and some industries on planets and over thing should be intresting to learn and build on planets.
Kei Thoras
Fundation For Logistics and Collection Operations
#207 - 2014-12-03 19:07:20 UTC  |  Edited by: Kei Thoras
Just realized there was a dedicated thread for the new industry skills.
To prevent what would be considered as a spam, here is the link of the thread I've created earlier:
https://forums.eveonline.com/default.aspx?g=posts&t=389267
I read that implementing material efficiency skills has currently a low priority. At least it was the case a few months ago. If this is still the case, please read the thread mentioned above for the reasons why, in my opinion, it shouldn't.
DaBetter
NED-Clan
Goonswarm Federation
#208 - 2014-12-07 14:10:06 UTC
Expert Mass Production - Ability to run 2 additional manufacturing job per skill level. training multiplier 10x
Master Mass Production - Ability to run 5 additional manufacturing job per skill level. training multiplier 15x

Expert Laboratory Operation - Ability to run 2 additional research job per skill level. training multiplier 10x
Master Laboratory Operation - Ability to run 5 additional research job per skill level. training multiplier 15x

Invention Connections - Ability to increase invention outcome x% connected to the stations standings. training multiplier 10x
Invention Recovery - Ability to improve the recovery of input material after a failure. training multiplier 9x

Team Project Management - The simultaneous use of 1 additional team per job with a maximum of 5. training multiplier 8x
Team Remote Management - The use of teams x-jumps away up to region wide. training multiplier 12x
Madeleine Lemmont
Ars Vivendi
#209 - 2014-12-16 14:14:07 UTC  |  Edited by: Madeleine Lemmont
I would introduce Engineering . It will require Research and Science skills too.
Moreover I kept in mind, the META-model will change a bit. Engineering should not result in META-modules!
But I know, this idea requires a change of the item database in line to the ship database recently. You will not have a chance to get Engineering alive with a static item DB with an entry for every item and all of its attributes.

Standard-module -> META-1-module: several attributes changed

Standard-module -> Engineered module: 1 attribute changed per BPC-run in a small amount.
(will usually work for T1 items only)

For engineering you have a choice to change 1 attribute per run from a dropdown list of changeable attributes.
After a max run count of i.e. 5-8, another random fitting attribute of the item would be changed in any disadvantageous way.

Every engineering BPC run will decrease the residual amount of runs.

If you decide to stop the engineering, you are allowed to name and color the item from an ingame palette of colors and names. (corp colors and names included). It's depending on the remaining BPC-runs, how many items you are able to create with the reached item attributes.
--
More skills attached to AI could be "construction" skills for future player built structures, like stargates or stations.
--
Additionally I think it could be reasonable to have "corporation industry" and "corporation PI" skills. In addition to an advanced rights management for corps, it should be become more useful to have corp industry managers.
--
In advance of social skills a "Industrial Connections" skill could be attached. It allows to collect LP and/or corp standing for job installations. A standing above 5.0 should decrease installation costs slightly.
--
So you could bring industry skills a bit mor in line with trading, reprocessing and so on.
Industry agents should become possible too. Brings the system in line with career and research agents.
Xeloh Cedwond
Core Industry.
Goonswarm Federation
#210 - 2014-12-22 19:45:23 UTC
I would see additional skills set for : Planetary Industry.
I found that planetary industry lack "Specialisation", anyone can be almost best in a very short time.

Following the idea here: PI: Grouping factories

- Planetary Grouping
Allow to manage 3 more group per level (up to 18)
To see more about "Groups", please follow the above link.





For all the below skills, it link with the idea of upgrading existing planetary facilities. Upgrading means:
More CPU load
More Power Usage
A better performance


- Planetary Industry Network Management
Allow to upgrade Factories by 1 level per tier
(Level 5 give a -10% CPU usage oforfactories)





- Planetary Warehouse Management
Allow to upgrade Storage facilities and Launchpad by 1 level per tier
(Level 5 give a -10% Power usage for Storage facilities and Launchpad)





- Planetary Mining Operation
Allow to upgrade Extractor Control Units by 1 level per tier
(Level 5 give a +10% Extraction rate)

TeddieBear
Blacksteel Mining and Manufacturing
Renaissance Federation
#211 - 2014-12-23 14:30:42 UTC
Unless I have been gone from Eve too long, but was there ever an -

****Implant Manufacturing: Requires a cross over of science and industry***

Other ideas

Ship Design Architect: A skill for blue print coping, which allows for incorporating small ship modifications. (not enough to effect ship balancing thou). Perhaps a +/- system, example increase ship speed but decreases power out put. The more changes the longer to make the copy. The higher the skill produces a decrease in time requirements and allows for more complex changes. This would allow for variation in ship types. This might help various regions/play types to build ships more suited for them. Might also help reduce people from building like 500 crows and dumping them on the market. Im assuming a prefix/suffix would need to be added to the ship name for selling it on the market thou.
Ronny Hugo
KarmaFleet
Goonswarm Federation
#212 - 2014-12-30 14:26:04 UTC
Well, speaking for myself, my industrial limitations are these:
1. Number of manufacturing/copying jobs I can have without using tons of alts.
2. Number of buy/sell orders I can have without using tons of alts.
3. Asset and buy/sell order administration without using automated software (I don't use any software, just excel sheets, tons and tons of sheets, not good for Eve Marketing).

Therefore:
1. Advanced manufacturing skill, adding more manufacturing jobs.
2. Advanced copying skill, adding more copying slots (possibly making them go faster? Maybe we can queue copying jobs so there's no downtime between them?).
3. Advanced tycoon, adding more buy/sell orders.
4. A more enlightening asset and buy/sell order visual interface. I haven't got a clue how it could be organized, but I'm sure people are willing to offer what would be useful to them. To me it would be useful if I could glance at a map and see what orders, where, needs resupply. So perhaps we'd have to be able to set a limit for our buy-orders before they begin giving us a notification on that map, so for example if we have 1 000 000 units for sale somewhere, then have 20% as our note limit, then when 800 000 are sold then it pops up on the map that it needs refilling with 800 000 units. Would also be nice to be able to click "what are all my buy+sell orders at this station/system/region" and have it pop up in the market window.
5. Also T2 seems to need a skill or three besides just maxing out lots of science skills. I don't do T2 yet though, so have no idea as to what would be nice to add.
6. Maybe this skill could be the prerequisite of whatever skill makes us able to make our own blueprints so that blueprints can be player made as well not just seeded? Would have to be tons of work involved, maybe some new resource source?
Phantom Gritz
DND Industries
#213 - 2015-01-07 17:04:27 UTC
Here's a thought on a new skill(s) thay may solve a few of the wants. (btw I have not read all the so I may be rehashing).

So these skills would be in the Corporation catagory however they would ultimately be intustry in focus.

Corporate Industrialist: Allows (3-5) corperate owned manufacturing jobs per level. (x5-7 modifier)

Rquitements: Corperate Management 3
Advanced Industry 5
Advanced Mass Prosuction 3
Industry 5

Corporate Level Research: Allows (3-5) corperate owned research/copy jobs per level. (again x5-7)

Requirements: Corperate Management 3
Advanced Industry 5
Advanced Laboratory Operation 3
Research 5


Limitations on use could be but decfinately not limited to the following: Pilot must have rights/roles within corporation that allows access to raw marerials, within high sec they can be run only from the headquarters office, low & null sec need only an office or POS, and as with contracts put a corporate wide, cumulative, maximum number of active jobs that the corporation can have.

This would leave those who hold these possitions within the coperation their personal slots open to use however they want should they so choose and still be productive memebers of the corporation. I realize this would entail a lot of work for our DEV folks but I think this would be a look if not a step in the right direction.

When in doubt, improvise. If improvising doesn't work liberal aplication of a large hammer is recomended until the problem is fixed or no longer a concern.

knowsitall
Native Freshfood
Minmatar Republic
#214 - 2015-01-08 16:04:40 UTC  |  Edited by: knowsitall
I would like to see a skill that allows the user to set a different destination station/pos for the output for both invention and copying. Obviously this would NOT be allowed for manufactoring or TE/ME research as that is effectively moving goods for you. But invention and copying is creating somehting new. So what you would be able to do is set the job to copy/invent in my lab station/POS and the output goes to my factory station/POS.

I don't believe this would be overpowered as these item are tiny, so hauling then is not much effort, it would be a quality of life/human effort saver. Maybe a skill for each with each level increasing the number of jumps you set as the output station/POS much like scienific networking etc.

knowitall
knowsitall
Native Freshfood
Minmatar Republic
#215 - 2015-01-18 15:18:15 UTC
Another skill I would like to see is a skill that increases the effectiveness of standing on corporation tax. The taxes I am talking about are broker fees and refining tax.

Note this is not changing which taxes having standing benefits, just allowing route to make those saving with less standing grind but at the expense of training time.

So at the moment there is a magic number of 6.67 (or thereabouts) for minimum tax in a NPC station. Could we have maybe 4 skills, one for each faction that means you can get that value to only needing 3 or something. You still need positive standing but as an industrial character you don't have to grind missions. You still can but you can also invest training to reduce that.

This has the benefit of allowing players to more easily move industrial bases. If they only need to a effective standing of 3 at a different station then that is less grind and after a while your faction standing may do it opening up entire empires as possible bases.


KIA
Lady Rift
His Majesty's Privateers
#216 - 2015-01-18 21:46:15 UTC
knowsitall wrote:
Another skill I would like to see is a skill that increases the effectiveness of standing on corporation tax. The taxes I am talking about are broker fees and refining tax.

Note this is not changing which taxes having standing benefits, just allowing route to make those saving with less standing grind but at the expense of training time.

So at the moment there is a magic number of 6.67 (or thereabouts) for minimum tax in a NPC station. Could we have maybe 4 skills, one for each faction that means you can get that value to only needing 3 or something. You still need positive standing but as an industrial character you don't have to grind missions. You still can but you can also invest training to reduce that.

This has the benefit of allowing players to more easily move industrial bases. If they only need to a effective standing of 3 at a different station then that is less grind and after a while your faction standing may do it opening up entire empires as possible bases.


KIA



https://wiki.eveonline.com/en/wiki/Standings_mechanics

You train the skill connections to 5 and all you need is a 5.85(ish 5.9 gives 6.72 and 5.8 gives 6.64) standing instead of 6.67. So the skill already exists. The other skill is called social which increase how fast you gain standings. Also the way the skill work is that it gives a bigger bonus at lower standings lvls.
Bob Niac
Aliastra
Gallente Federation
#217 - 2015-01-19 01:34:32 UTC
Corp Skill: Workflow Management & Adv Workflow Management

Corp management skills get a role bonus +n (static) corporation industry slots, proportionate to the skill. Empire control would get more then corp management.

Skill allows addt'l corp only jobs to be created. Jobs can only be launched for corp and skill tied directly to the CEO. This is a shared pool for all people with the role to use it.

Workflow is ~5% per lvl and Adv is ~15% per level. Mind you this is a pooled resource.

[u]I <3 Logistics:[/u] Pilot of all  T2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use.

knowsitall
Native Freshfood
Minmatar Republic
#218 - 2015-01-19 14:56:00 UTC
Lady Rift wrote:
knowsitall wrote:
Another skill I would like to see is a skill that increases the effectiveness of standing on corporation tax. The taxes I am talking about are broker fees and refining tax.

Note this is not changing which taxes having standing benefits, just allowing route to make those saving with less standing grind but at the expense of training time.

So at the moment there is a magic number of 6.67 (or thereabouts) for minimum tax in a NPC station. Could we have maybe 4 skills, one for each faction that means you can get that value to only needing 3 or something. You still need positive standing but as an industrial character you don't have to grind missions. You still can but you can also invest training to reduce that.

This has the benefit of allowing players to more easily move industrial bases. If they only need to a effective standing of 3 at a different station then that is less grind and after a while your faction standing may do it opening up entire empires as possible bases.


KIA



https://wiki.eveonline.com/en/wiki/Standings_mechanics

You train the skill connections to 5 and all you need is a 5.85(ish 5.9 gives 6.72 and 5.8 gives 6.64) standing instead of 6.67. So the skill already exists. The other skill is called social which increase how fast you gain standings. Also the way the skill work is that it gives a bigger bonus at lower standings lvls.


I knew all that, but for lots of training that is very small decrease, and still means trading toons have a standing grind. The idea was to have a skill that attacks the probelm from the other end. This is as with standing grinding it is very easy with lvl 4 missions, but most trading characters don't have the skills for lvl 4 missions. So getting to 5.8(ish) even with social lvl 5 is a massive grind.
Lady Rift
His Majesty's Privateers
#219 - 2015-01-19 19:12:06 UTC  |  Edited by: Lady Rift
knowsitall wrote:
Lady Rift wrote:
knowsitall wrote:
Another skill I would like to see is a skill that increases the effectiveness of standing on corporation tax. The taxes I am talking about are broker fees and refining tax.

Note this is not changing which taxes having standing benefits, just allowing route to make those saving with less standing grind but at the expense of training time.

So at the moment there is a magic number of 6.67 (or thereabouts) for minimum tax in a NPC station. Could we have maybe 4 skills, one for each faction that means you can get that value to only needing 3 or something. You still need positive standing but as an industrial character you don't have to grind missions. You still can but you can also invest training to reduce that.

This has the benefit of allowing players to more easily move industrial bases. If they only need to a effective standing of 3 at a different station then that is less grind and after a while your faction standing may do it opening up entire empires as possible bases.


KIA



https://wiki.eveonline.com/en/wiki/Standings_mechanics

You train the skill connections to 5 and all you need is a 5.85(ish 5.9 gives 6.72 and 5.8 gives 6.64) standing instead of 6.67. So the skill already exists. The other skill is called social which increase how fast you gain standings. Also the way the skill work is that it gives a bigger bonus at lower standings lvls.


I knew all that, but for lots of training that is very small decrease, and still means trading toons have a standing grind. The idea was to have a skill that attacks the probelm from the other end. This is as with standing grinding it is very easy with lvl 4 missions, but most trading characters don't have the skills for lvl 4 missions. So getting to 5.8(ish) even with social lvl 5 is a massive grind.


grind lv3 has always been faster. and I would think any skill that makes it easier will be a a couple skill modifiers higher than connections skill is. As if the number is lowered to needing standings of 3.0 you would only need actual standings of 1.3

edit: I'm thinking of a ball park of 30 days as connections 1-5 is only 12.5 days with +3 and a proper remap which is a 3 time skill modifier so like an 8 times modifier which would be 34 days with the same conditions
Brutalis Furia
Hammer and Anvil Industries
#220 - 2015-01-29 17:16:12 UTC
With the removal of Teams, I could see skills that would add those bonuses back in.