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Player Features and Ideas Discussion

 
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[New structures] Assembly Array and Research Laboratories

First post First post First post
Author
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#61 - 2015-03-24 14:18:52 UTC
Anthar Thebess wrote:
Kenneth Feld wrote:
How will jobs be handled that span the entire time of changeover

i.e. research jobs that takes 2 years, or even 6 months?


Use NPC ... there is no better answer.



Too late
Mike Azariah
The Scope
Gallente Federation
#62 - 2015-03-24 16:28:44 UTC
Field work vs lab work.

Maybe have a slow progression in the labs for data cores or be 'sent' to specific places in the constellation for field research and a greatly increased return (at the cost of being active and in space)

m

Mike Azariah  ┬──┬ ¯|(ツ)

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#63 - 2015-03-24 16:40:40 UTC  |  Edited by: Corraidhin Farsaidh
Perhaps we could hack the unidentified structures to glean scientific knowledge from them. Successful hack = random datacores in one or more of your science skills. The number of datacores would also be random and weighted towards more as you go into lower sec space. If the Drifters turn up whilst you are hacking you'd better run or have some heavy backup.

Maybe have some Sleeper data site anomolies pop up too for random gathering. This allows roaming explorers some more stuff to grab but also allows those who don't roam to go havk the towers but with the risk of their location being well known and also visited by Drifters too.
Tengu Grib
Caldari Provisions
Caldari State
#64 - 2015-03-24 16:50:26 UTC
I would really like to see options for harassment of these structure that does not involve their capture or destruction but merely their disruption.

I would love to see some way for a single ship or small gang to be annoying without being particularly threatening. Something along the lines of delaying or reducing the speed of installed jobs by accomplishing X. If the defenses are inadequate you can attack, if the defenses are more than you can handle, you can harass.

In HS this would have to be during a war only of course, but in low, WH and 0.0 it should be possible more often.

I'm not talking anything crippling, just irritating.

Rabble Rabble Rabble

Praise James, Supreme Protector of High Sec.

Tengu Grib
Caldari Provisions
Caldari State
#65 - 2015-03-24 16:51:25 UTC
Mike Azariah wrote:
Field work vs lab work.

Maybe have a slow progression in the labs for data cores or be 'sent' to specific places in the constellation for field research and a greatly increased return (at the cost of being active and in space)

m


Something like the research array spawning some sort of 'data sites' ? That would be very cool and could add some very interesting gameplay.

Rabble Rabble Rabble

Praise James, Supreme Protector of High Sec.

Alexis Nightwish
#66 - 2015-03-24 18:51:50 UTC
Mike Azariah wrote:
Field work vs lab work.

Maybe have a slow progression in the labs for data cores or be 'sent' to specific places in the constellation for field research and a greatly increased return (at the cost of being active and in space)

m

Please push for more "active in space" type activities, especially for industry. Fozzie said they'd only allow something to improve a system's index if it could be disrupted by other players in space.

CCP approaches problems in one of two ways: nudge or cludge

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Fixing bombs, not the bombers

ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#67 - 2015-03-24 20:00:41 UTC
Removed a off topic post.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department

Jeremiah Saken
The Fall of Leviathan
#68 - 2015-03-24 21:46:03 UTC
I watched material from fanfest about structures again, understood half of it (still better that first time). We need some clarification about datacores, how it should work, what is needed to produce them. It's starting to be speculaltion not feedback in that area. Idea to gave it to players seems good but i fear it will end like ESS.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Petrified
Old and Petrified Syndication
#69 - 2015-03-24 22:58:06 UTC
A unified factory (the size of the factory determines the max size of the output as opposed to dedicating each factory to a specific area such as modules or ships or ammo. Essentially a small factory would produce all modules, ammo, and up to destroyer class ships. Medium includes what small can manufacture but gets up to Battlecruiser size as well as structures larger than current mobile deployables. Large would produce Battleships and capital modules as well as larger structures and so forth to Extra large capable of producing capitals, super capitals, and XL structures.

If you have specialized factory units, they might get ME and TE bonuses over the generic factory capable of manufacturing a wider variety of items.

For Research, you could have the generic module capable of all types of research, but with limited or no bonuses. More specialized research modules focus on TE, or ME, or invention, or copying, but have a larger bonus to compensate.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Hairpins Blueprint
The Northerners
Pandemic Horde
#70 - 2015-03-25 08:42:43 UTC
CCP Ytterbium wrote:
Hello people,

We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog.

This particular thread is going to focus Assembly Arrays and Research Laboratories.


  • Assembly Arrays focus on manufacturing of the numerous EVE Online items, ships, modules, structures, components and etc... used in-game.

  • Research Laboratories are dedicated to blueprint research (ME, TE), blueprint copying, Tech II and Tech III blueprint invention, and datacore spawning.



The Big Question is, what happens when some one is burning capital bpo's in pos during the change? Some of those jobs take more that 160 day's!

Gfy Trextron
The Scope
Gallente Federation
#71 - 2015-03-25 15:56:17 UTC
So for a guy or small group of guys to compete, you are taking away the ability to have 1 structure that can copy, print, invent, reprocess, and build with the proper mods at an equal efficiency to everyone else (barring 0.0 advantages) and now requiring them to have 3 structures to operate at equal efficiency.

You keep saying that the structures can be adapted like a ship, do some things well and others ok. This may seem fair to you in some way, but it is not when you have to rely on a large infrastructure to operate efficiently. This only forces people to join large entities with numerous resources.

This potentially goes beyond risk vs reward to unbalanced cost of production.


Oxide Ammar
#72 - 2015-03-25 20:59:10 UTC
Where are the "Teams" from all of this? are you going to reintroduce it again with these new structures or it got completely scratched from the to to do list ?

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Nevyn Auscent
Broke Sauce
#73 - 2015-03-25 21:29:20 UTC
Gfy Trextron wrote:
So for a guy or small group of guys to compete, you are taking away the ability to have 1 structure that can copy, print, invent, reprocess, and build with the proper mods at an equal efficiency to everyone else (barring 0.0 advantages) and now requiring them to have 3 structures to operate at equal efficiency.

You keep saying that the structures can be adapted like a ship, do some things well and others ok. This may seem fair to you in some way, but it is not when you have to rely on a large infrastructure to operate efficiently. This only forces people to join large entities with numerous resources.

This potentially goes beyond risk vs reward to unbalanced cost of production.

Note several important things.
The small group or guy probably only needs M structures. The large group will also need 3 structures but will need L or XL structures. Thus much lower capital investment. This assumes that the larger structures are simply larger and not better also.

Fuel use will only apply when doing things. This means the small guy will have much lower operating costs than he currently does as he won't be burning isk during fallow times.

Adaptable structures with fittings mean vastly less micromanagement, one central storage for example. Rather than driving yourself crazy moving around things and onlining & offlining things and whoops, the BPO and the resources are in different spots etc.

Might there still be issues, totally, but lets wait for the actual numbers to come out before we cry about the sky falling (Especially since the unbalanced cost of production actually happened with the last industry update already)
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#74 - 2015-03-25 22:21:28 UTC
Hairpins Blueprint wrote:
CCP Ytterbium wrote:
Hello people,

We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog.

This particular thread is going to focus Assembly Arrays and Research Laboratories.


  • Assembly Arrays focus on manufacturing of the numerous EVE Online items, ships, modules, structures, components and etc... used in-game.

  • Research Laboratories are dedicated to blueprint research (ME, TE), blueprint copying, Tech II and Tech III blueprint invention, and datacore spawning.



The Big Question is, what happens when some one is burning capital bpo's in pos during the change? Some of those jobs take more that 160 day's!




I have asked this already in 2 different threads and been ignored......

That typically means they don't have a clue how to handle it and that you will get shafted after it comes out, like I did during Crius already. It only cost me about 25 bil though, so not too bad
Strockhov
The Shire
#75 - 2015-03-26 02:04:56 UTC  |  Edited by: Strockhov
Datacore spawning: Why spawn data cores if you can spawn the raw material needed to produce datacores.

I’ll start with a lore justification. A Datacore is supposed to be collection of knowledge on a topic contained in a device. The device is somehow consumed in the invention process.  The skill of a research agent or the source of the datacore has no impact on invention success rate. The skill of the agent only impacts the rate of production. It doesn’t make sense that the knowledge is lost and need to be rediscovered every time you invent something. Any lore justification should be logically consistent with these conditions.

I propose the datacore is actually some sort of organic brain or quantum computer. They are designed to control the tools & process needed for invention. Because of the speed and complexity needed during the invention process, the device burns out under the work load. To optimize the performance of the device, the designs are different for each field of science. After all, each field uses different equations and tools in the process of invention. Lastly, the devices are flawed in the sense they are not designed for retention of knowledge over time. For whatever reason information decays in the system when it’s not being used. It was a trade off for performance or build cost. Use whatever scientific excuse you like here: The quantum fields decay, synaptic potentials decay with time but the matrix of interconnects remain.

So far this explanation accounts for the various types of datacores. It accounts for why the skill of the research agent doesn’t impact invention. The skill of the agent could easily explain their ability to produce units in quantity. The actual consumption is also explained. After all every tool wears out. It’s just easier/cheaper to produce these disposable datacores than some massive device which would last.

A player uses the datacore by imprinting their knowledge in the datacore at the beginning of the invention process. This is why their skills matter on the success rate.
 
The creation of these datacores require some rather rare elements. The agents used to buy them off the market or through their own mega company resources. The different datacores since they vary in design could easily need different material or the same. Choose whichever flavor you like.

Now your company puts up a research station. They come with your own datacore lab division or requires a module/service. They have all the tools and various experts to produce the datacores. Or you could be limited to labs which only support certain types of datacores. What they don’t have are the rare materials. You also don’t have the resources of a mega corp to acquire them. Instead they have the tools to locate them in the system or constellation. The act of scanning for the material results in them radiating energy which is detectable. For anyone with access to the research station, they show up as anomalies. For everyone else they show up as signatures. We can tune the size, frequency and location of the sites based on modules size of station or any other design factor. Maybe having OA improves it. Maybe lower sec systems have more sites since they haven’t been explored/mined out by the mega corps.

A player warps to the site and harvest the material. Use what ever mechanism you like to harvest. Maybe it’s a rare gas or mineral or some salvage off an ancient wreck or … Feed your station the material and they produce the datacore for you. You can use jobs slots if you want or just a straight conversion.

This explanation fits the lore. The player has to be active in space. Other players can attack them or just steal the resource. Datacore production can be tuned as needed by altering the size, type or frequency of spawns. It is another feature for a solar system that could be improved with activity. It gives explorers something else to harvest. The actual volume harvested can be quite small so even frigates would be a viable ship.
Hexatron Ormand
Center for Advanced Studies
Gallente Federation
#76 - 2015-03-26 21:18:20 UTC
As those buildings are very specialized, opposed to a POS, you would most likely need severals of those.

Assembly and laboratory is a good example, so far one POS is handling all of that. With the new system we would need at least one of each... or maybe even more, when the assembly arrays are specialized to few products each.

So i am wondering, will it be possible to connect or "dock" several of those structures together? Cause otherwise i may have to switch from one structure to the next setting up all my jobs. Yet if i could connect all the structures into some sort of "superstructure" i would only need to go to it once.

Like a modular thing, you connect as many structures together as needed, to get all the services you want or are looking for.
Sarah Eginald
Git R Done Resources
#77 - 2015-03-27 16:06:01 UTC  |  Edited by: Sarah Eginald
In one speech a long time ago they talked about structures being like houses that you can build to suit your needs.

Instead of having different structures for assemble, research, and mining how about 1 structure of different sizes.

Each size difference is the service slots that are available.

Medium has 5 Service slots and restrict the amount of ships docked to say 5

Large has 10 Service slots and restrict the amount of ships docked to say 15 or 20

XL has 15 Service slots and docking can be a lot higher say over 100 for this size.

As a small group of people doing mining, research, invention, and manufacturing a single structure would be easier to move and defend even if we have to change service slots to get the optimum performance out of our structure. Also a single structure would be easier for code making and have it change and grow as different service modules make it take different shape.

Also a link that can be formed between structures could be pretty cool. You could have corps in an alliance or players in a corp or just a group of friends in npc corps setup community type structures.

If you are set on having different structures for each type of operation can we have them linked for transportation of goods and materials.

Say Johnny puts up a drilling rig, Sam puts up a research structure, I put up a assembly structure can we link them so minerals I have reprocessed in Johnny's drilling rig can be move to my assemble structure and be able to use Sam research labs to better or invent blueprint copies. Being able to link together and share structures might make space communities in all sec status. I could see a community starting in high sec as a bunch of people working together eventually growing into alliance to move to null sec as they work together.
159Pinky
Caldari Provisions
Caldari State
#78 - 2015-03-27 17:38:25 UTC
I would love to have the option of a slot for ship / ammo / modules.
And just use the rigs and services slots to specialize more

Also what about restrictions? I assume capitals are still no go in high sec. But why not open up supercapital production to the whole of null sec rather than just in sov space?
Jennifer Maxwell
Crimson Serpent Syndicate
#79 - 2015-03-30 03:16:27 UTC
Spugg Galdon wrote:
Datacore spawning is the only thing I don't really like.

Although you're doing something to remove the invulnerable passive generation of datacores, making them spawn and be scoopable isn't a way to "Farm" or "Harvest" datacores. It doesn't even feel like gameplay.

I've been thinking for a long while that datacores should be "mined". The way to do this would be to fly to a spatial anomaly or some kind of object in space and activate a type of (Hi Slot) analyser module on it. You would then harvest datacores (like mining gas or ore) by actually doing an activity in space. An activity that can be interdicted and disrupted.

The funny thing is that some of these spatial anomalies already exist in game. Some systems have strange spatial anomalies that cause damage when you get too close. We also have other things that could be used for datacore mining.

For example:

Every system in EvE has a star. These stars are different colours. So, why shouldn't each colour of star allow for different Analysis/Research to be carried out to gather datacores (Plasma Physics and nuclear physics are examples from a star).

Wormholes could produce graviton physics datacores when mined. (imagine people gathering around a WH to mine it!)

There are so many possibilities all of which can be super sci-fi.

There could also be a new range of ships with the specific role of gathering datacores.

This would be in and of itself an entire feature gameplay

That would really expand on the "scientist" style of gameplay. Instead of just sitting in stations and researching blueprints constantly, people could get out and actively do research.
Rawketsled
Generic Corp Name
#80 - 2015-03-30 04:03:54 UTC
From a hand-wavey lore point of view, that doesn't work with non-Physics science skills. Electronic, Mechanical, Molecular, and Nanite Engineering skills won't make sense with that.