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Player Features and Ideas Discussion

 
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New industry skills discussion (connected to Advanced Industry)

First post First post First post
Author
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#21 - 2014-07-23 21:00:03 UTC
Specialist Recovery - 10% per level recovery of input materials when cancelling a job.

Encryption Specialist - 2% per level improved chance of invention.

Corporate Specialist - 10% per level increase in POS ME savings (2% -> 3% @ Level V)


Retar Aveymone
DJ's Retirement Fund
Goonswarm Federation
#22 - 2014-07-23 21:04:01 UTC
I think that any new skills need to be specialized: you pick skills to make you better at t1 battleships, t2 cruisers, t2 mods, etc. Accordingly I'd do skills for basic and advanced small/medium/large ship construction, each with a TE bonus for small (destroyers and frigates), medium (cruisers and battlecruisers) and large (battleships) jobs. Similarly for modules.

I think the TE bonus should be rather high but so should the skill rank, so that it's a valuable skill to train but hard to just max out all of them. Also, because it's TE, a newer player competes on the same level, just with less volume,
Komi Toran
Perkone
Caldari State
#23 - 2014-07-23 21:15:22 UTC
Footprint Reduction: x% decrease in job weight when determining your system's industrial indexes.

If that makes any sense.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#24 - 2014-07-23 21:27:43 UTC
The skills required to actually create the teams would be good. Probably better in some kind of PI structures, a University centre or similar.
Vincent Athena
Photosynth
#25 - 2014-07-23 21:35:15 UTC  |  Edited by: Vincent Athena
"More jobs" is obvious. A somewhat different way of doing that is to have a skill that allows me to have more jobs in the queue, even though I am limited to 11 that are currently active. Think of the skill queue: I can have a dozen or more skills queued up, even though I can only train one at a time. How about having industry jobs the same way? A skill that lets me queue up more than I can have running. As soon as a job finishes, the next drops down out of the queue and begins.

This also makes the TE skill more useful.

Another idea: At one time having multiple labs at a POS was going to giver a cost reduction. CCP took that away, with the result that a small POS is all you need. There is little advantage to using a medium or a large, at east in terms of the cost of doing industry. (Defense... that is another story).

How about a skill that give a small cost bonus when using the larger POSes? The bonus has to be small to avoid the "you must have it to be relevant" issue.

I'm thinking that what we should have is a 1% bonus at a small POS, 2% at a medium, 3% at a large, and 4% at a player owned station, once you have fully trained this skill. With no skill: 1%, 1.5%, 2% and 2.5%.

In all cases the cost reduction would be either an ME bonus, or a larger percentage of the workforce cost.

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Max Kolonko
Caldari Provisions
Caldari State
#26 - 2014-07-23 22:24:01 UTC
Skill that effectively reduces (just for You) system index for given industry activity (i.e. instead of reducing by X% cost of instal reduce by one "level" the cost index of a system (using the scale presented in client - whatever the value actually means)) - one such skill for every type of activity

Skill to further increase number of slots for each activity type

Skill to further increase range of remote job activation (to a total of 50 jumps)

Skills for teams:
- skill that increase effect of team by 5% of their effect (so at lvl 5 team that gives 8% will give 10%)
- skill that reduce cost of hiring team by x% percent of the additional cost (so reducing from lets say in example of 10% more cost team to maybe 5% at lvl 5??)

Petrified
Old and Petrified Syndication
TOG - The Older Gamers Alliance
#27 - 2014-07-23 23:42:18 UTC
CCP Greyscale wrote:

The Advanced Industry skill has been updated to give 3%/level reduction to all industry jobs (ie anything you can do in the industry window, not just building); this should be rolled out to TQ in the next week or so.


3%/level reduction in what? Fees? Taxes? Materials?

Since the skill would be useless on taxes, it should be applied to fees.

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Promiscuous Female
GBS Logistics and Fives Support
#28 - 2014-07-23 23:44:00 UTC
Petrified wrote:
CCP Greyscale wrote:

The Advanced Industry skill has been updated to give 3%/level reduction to all industry jobs (ie anything you can do in the industry window, not just building); this should be rolled out to TQ in the next week or so.


3%/level reduction in what? Fees? Taxes? Materials?

Since the skill would be useless on taxes, it should be applied to fees.

length of time it takes to do the job
Loraine Gess
Confedeferate Union of Tax Legalists
#29 - 2014-07-24 00:04:33 UTC
I was very happy to get 1% TE bonus per level, 3% is going to be ridiculously great. More skills past that? Might allow consolidation of industrial alts...
Kenneth Skybound
Gallifrey Resources
#30 - 2014-07-24 00:19:16 UTC
Skill ideas:

Site Director: -2% Build time per level when docked at station/within force field range of job location.

Advanced Industrial Reclamation: Allows reprocessing of non-ores as an industry job. Requires a blueprint for the item (consuming 1 run per item), unbuilds in 50% build time for a base 70% recycled amount, recycled amount affected by scrap metal reprocessing skill. AIR skill reduces unbuild time by 10% per level.

Extended Research Processes: Allows for the queuing of invention jobs, +1 job per level to a max of 6 queued jobs.

And one a bit different, Spatial Compression: +5% container capacity for compressed space containers (eg GSC's).
Tau Cabalander
Retirement Retreat
Working Stiffs
#31 - 2014-07-24 01:04:30 UTC  |  Edited by: Tau Cabalander
CCP Greyscale wrote:
The Advanced Industry skill has been updated to give 3%/level reduction to all industry jobs (ie anything you can do in the industry window, not just building); this should be rolled out to TQ in the next week or so.

Well, that's surprising. Shocked

That's actually pretty good. Big smile

Have you been into the BrennivĂ­n? Blink

CCP Greyscale wrote:
So... discuss! What sorts of advanced industry skills would be good?

* Team pay reduction.
* NPC tax reduction.
* X% chance per level of creating a BPC with extra runs, one per level. [Example: at level 3, chance for 1 to 3 extra runs.]

I'm kind of on-the-fence about additional slots. It is currently a limiting factor, and I'm concerned what might happen if that limit is removed. Though I'd like to be an Industry Tycoon.
Nevyn Auscent
Broke Sauce
#32 - 2014-07-24 01:28:50 UTC
Good sounding advanced ideas
Skills for job queue sounds a great idea.
Recovery of cancelled jobs.
Skills that allow starting a job with only part of the resources, i.e. partial escrow, but you can't deliver the job till you supply the remaining materials.
Skills that allow remote manipulation of POS set ups, placing/removing mods, reloading guns etc.

Bad sounding advanced ideas.
Additional TE or ME bonuses.
Things that make teams better
Things that reduce cost

Basically, things that add game play or new branches, good. Things that exist purely to increase profit in some way. Bad.
Iris Bravemount
Golden Grinding Gears
#33 - 2014-07-24 01:30:00 UTC
I really like the idea of being able to queue jobs, so that the TE becomes more relevant (not saying it is irrelevant, far from it).

I also agree with people saying that any skill that directly reduces costs (as opposed to TE reducing the cost by shortening the job's duration) would be a step back to the old system. Please don't add any of those.

Skills to optimize team usage would be nice, but again, those would most likely end up being "must haves", so they would also be a step back.

The specializing skills are already in the games (frigate construction, etc). It would be nice if those gave a 2% per level time reduction to all relevant items (in this case, all frigates, not only t2 frigates). The same could be done to the datacore skills, but maybe they already are useful enough as they are. So skills like "Mining laser production", simply granting 2% time reduction per level to all mining lasers could be nice. The categories already exist, thanks to team specialisations.

Then there is a wild idea : a skill that reduces the volume of produced items by "some percentage that doesn't bring mineral compression back". Mostly thinking about capital parts here, as they are a pain to move anywhere but in highsec, where you can use freighters. Since this would interfere with the market needing all items of a type to be identical (packaged) this could come with a new state for an item ("sealed" ?) from which you could assemble or repackage it to use it or put it on the market.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Arthur Aihaken
CODE.d
#34 - 2014-07-24 02:13:32 UTC
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Erutpar Ambient
The Scope
Gallente Federation
#35 - 2014-07-24 02:57:55 UTC
I guess the Idea here is to have something that's going to have some effect that isn't "mandatory" like Material Efficiency was right?

How about something this.

-Self Sufficient: Reduce the impact your jobs have on the system by 5%

This will be nice for Null Sec where you may be limited on building locations. It doesn't impact you directly, but it does impact the people you play with.

So with everyone at level 5 (make it high multiplier, 10x?) the system can utilize 1/3 more people than a system with everyone at level 0 for the same price.

It's not a mandatory skill like Material Efficiency 5 (don't need to wait for it to start building things) And it makes for a happy neighborhood.
Antihrist Pripravnik
Scorpion Road Industry
#36 - 2014-07-24 03:53:15 UTC
Mackenzie Nolen wrote:
A new skill that amplifies team bonus (e.g. "Team Management"). 10% per level seems reasonable, so a team that provides a 2% ME bonus for instance would provide a 3% ME bonus for someone who had this skill at level 5.

Of course I still think this is what the adv industry skill bonus *should* have been changed to :)


Not a very good idea. The whole point of Crius was that the industrial landscape should be organic and not concentrated in a few systems. Increasing benefits for Teams creates more difference between systems with and without teams, which forces players to swarm to high-quality team locations. Industrial activity must be based on player choices and not on FOTW systems. There is no freedom of choice in FOTW mechanics.
Antihrist Pripravnik
Scorpion Road Industry
#37 - 2014-07-24 03:55:05 UTC
Erutpar Ambient wrote:
I guess the Idea here is to have something that's going to have some effect that isn't "mandatory" like Material Efficiency was right?

How about something this.

-Self Sufficient: Reduce the impact your jobs have on the system by 5%

This will be nice for Null Sec where you may be limited on building locations. It doesn't impact you directly, but it does impact the people you play with.

So with everyone at level 5 (make it high multiplier, 10x?) the system can utilize 1/3 more people than a system with everyone at level 0 for the same price.

It's not a mandatory skill like Material Efficiency 5 (don't need to wait for it to start building things) And it makes for a happy neighborhood.

Brilliant idea Big smile
Orvmus
Aliastra
Gallente Federation
#38 - 2014-07-24 03:55:11 UTC  |  Edited by: Orvmus
At least refund the SP to players and allow them the ability to choose whether to invest in this new, and in my case completely useless, skill. This change may benefit hardcore Industry players but has absolutely no value to the rest of us who previously had it trained.

I hope you took the removal of this skill in to account when you increased the material costs for everything, prices are going to rise through the roof once the current stocks are depleted - it's as though CCP has zero knowledge when it comes to how Industry works in their own game.
Erutpar Ambient
The Scope
Gallente Federation
#39 - 2014-07-24 04:03:46 UTC
Antihrist Pripravnik wrote:
Erutpar Ambient wrote:
I guess the Idea here is to have something that's going to have some effect that isn't "mandatory" like Material Efficiency was right?

How about something this.

-Self Sufficient: Reduce the impact your jobs have on the system by 5%

This will be nice for Null Sec where you may be limited on building locations. It doesn't impact you directly, but it does impact the people you play with.

So with everyone at level 5 (make it high multiplier, 10x?) the system can utilize 1/3 more people than a system with everyone at level 0 for the same price.

It's not a mandatory skill like Material Efficiency 5 (don't need to wait for it to start building things) And it makes for a happy neighborhood.

Brilliant idea Big smile

Thank ya sir!

Maybe if they like this idea they'll take some of my other ideas more seriously. :)

I'm always thinking about how to benefit everyone the most with the least amount of over-impact on everything as a whole.
I put a lot of pride in my ability to come up with these "everybody wins" type of ideas/scenarios.
Antihrist Pripravnik
Scorpion Road Industry
#40 - 2014-07-24 04:07:57 UTC
Orvmus wrote:
it's as though CCP has zero knowledge when it comes to how Industry works in their own game.


Oh, they know... The prices are pumped intentionally, but that's a subject for another thread.