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Player Features and Ideas Discussion

 
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Planetary Interaction Refresh

First post
Author
Elyia Suze Nagala
Republic Military School
Minmatar Republic
#1 - 2017-05-29 20:01:29 UTC  |  Edited by: Elyia Suze Nagala
I brought up some of these ideas before, but now I wanted to see if there was any conscious from the community on what could be done to improve Planetary Interactions.

My ideas were:

1. Streamline the existing manufacturing/production trees.
2. Return some form of planetary bombardment to the game as new means of letting you disrupt a hostile player/corp/alliance's PI assets and infrastructure. Just like with belt mining, when you attack your enemy's planetary resource gathering operations, you can deny them access to vital resources.
3. If you can scan and hack orbital relic and data sites then why not access the countless ruins that surely litter the surface of planets. Of course this can only be done with the aid of appropriate (new) specialized planetary buildings/equipment.

What other ideas have you guys come up with?
Rawketsled
Generic Corp Name
#2 - 2017-05-29 21:59:36 UTC
What on earth do you mean by streamlining production trees? Surely you don't want to remove PI products, right?

The PI interface is horrible, but the type and variety of products is fine.
Piugattuk
Litla Sundlaugin
#3 - 2017-05-29 22:28:11 UTC
Ok;


1. Streamline the existing manufacturing/production trees.

Agree; current procedure is very cumbersome, having the ability to make tier products in a complex would go far.

A. Extract
B. Export
C. Ship
D. Produce tier products.

2. Return some form of planetary bombardment to the game as new means of letting you disrupt a hostile player/corp/alliance's PI assets and infrastructure. Just like with belt mining, when you attack your enemy's planetary resource gathering operations, you can deny them access to vital resources.

A. Already exists, declare war, blow up customs orbital station and exporting becomes difficult as quantity is disrupted.


3. If you can scan and hack orbital relic and data sites then why not access the countless ruins that surely litter the surface of planets. Of course this can only be done with the aid of appropriate (new) specialized planetary buildings/equipment.

This addition could be a thing (mini-game), the 'structure' for it exists, dust, dust is a ready platform with some tweaks can be made to be that mini-game, searching planets and moons for resources, of course resources would be plentiful in null (dull space), and other neither realms and limited in high-sec and materials limited to basic stuff, if you want the good stuff that requires you to venture into dangerous space.
ISD Bubblemoon
ISD Community Communications Liaisons
ISD Alliance
#4 - 2017-05-29 23:05:45 UTC
Moved to Player Features and Ideas Discussion

ISD Bubblemoon

Lieutenant

Community Communication Liaisons (CCLs)

Interstellar Services Department

Elyia Suze Nagala
Republic Military School
Minmatar Republic
#5 - 2017-05-30 00:55:41 UTC  |  Edited by: Elyia Suze Nagala
Piugattuk wrote:
current procedure is very cumbersome, having the ability to make tier products in a complex would go far.


I think that refineries would be the more likely avenue for this. My main issue is that the procedure for producing/manufacturing goods seems overly complicated and tedious. With an improved UI I think we'd all benefit, especially when building more complicated products.

Piugattuk wrote:
Already exists, declare war, blow up customs orbital station and exporting becomes difficult as quantity is disrupted.


I get that, this is true, but in the end their infrastructure is still intacted, just its harder or more expensive to export.

I'm thinking this would be a fun way to hit at your enemy in ways they may not realize until the damage is done. "I loose a colony, so what?" Later on when his products are imbalanced and he's lacking things he needs it might become more important to him. In true sandbox nature maybe he decides to build something else with what he has, or doesn't.

Here's another reason I like this idea, you wardec a corp, but they never come out and fight, and they aren't the owner of the POCO, but a big alliance is. You can't shoot them, you dont want to **** off the POCOs owner, so what can you do? Attack there PI directly! They can't sit on they resources and horde them until the wardec is over.

There could be a number of ways this kind of interaction would be influential.
Hound Halfhand
Dark Venture Corporation
Kitchen Sinkhole
#6 - 2017-05-30 01:41:32 UTC
We are definitely due a major PI update. I think most players would like a fun way to develop the planets.
Piugattuk
Litla Sundlaugin
#7 - 2017-05-30 02:46:21 UTC
Hound Halfhand wrote:
We are definitely due a major PI update. I think most players would like a fun way to develop the planets.



You get it, do you do industrial stuff, seems like, only wish we could develop planets.
Shawn en Tilavine
Aliastra
Gallente Federation
#8 - 2017-05-30 17:59:24 UTC  |  Edited by: Shawn en Tilavine
Elyia Suze Nagala wrote:
I brought up some of these ideas before, but now I wanted to see if there was any conscious from the community on what could be done to improve Planetary Interactions.

My ideas were:

1. Streamline the existing manufacturing/production trees.
2. Return some form of planetary bombardment to the game as new means of letting you disrupt a hostile player/corp/alliance's PI assets and infrastructure. Just like with belt mining, when you attack your enemy's planetary resource gathering operations, you can deny them access to vital resources.
3. If you can scan and hack orbital relic and data sites then why not access the countless ruins that surely litter the surface of planets. Of course this can only be done with the aid of appropriate (new) specialized planetary buildings/equipment.

What other ideas have you guys come up with?

Just my humble opinion...

1. Streamline the existing manufacturing/production trees.

No. Absolutely not. No way. Operating a planetary manufacturing operation should be hard. It's advanced Eve. Some might refer to it as "end game" stuff. It takes planning, study and real work to setup and maintain a successful operation. Some planets even have the resources to manufacture P2 goods from that planet's resources alone. I would argue for making it even more complex, allowing for goods to be manufactured from two or three components out of a larger list of planetary resources, the choices of which would produce different levels of quality for that product. If nothing else, maybe just allow for varying grades of planetary resources. As an example, maybe my planet has "Superior" Suspended Plasma while my competitor only has "Average" Suspended Plasma, thus my Rocket fuel has more power and is then worth more on the market. Just one of many examples that come immediately to mind.

2. Return some form of planetary bombardment to the game as new means of letting you disrupt a hostile player/corp/alliance's PI assets and infrastructure. Just like with belt mining, when you attack your enemy's planetary resource gathering operations, you can deny them access to vital resources.

I could get on board with something along these lines, were it implemented properly. Keep in mind, though, that with all reward comes risk. If you want to shoot at my planetary operations, I get to have automated weapons to repel. I'd point out as well that you already have a way of disrupting another player's planetary operations. Just build a competing operation on the planet. Pretty sure the game mechanics allow for this, though I certainly could be in error. Done right, you could create the opportunity for massive engagements as well. Imagine, two competing industrial alliances bringing hundreds of ships, fighting in a true interplanetary war over resources. Not just trying to blow up the other guy's Citadels. Now that's some content right there.

3. If you can scan and hack orbital relic and data sites then why not access the countless ruins that surely litter the surface of planets. Of course this can only be done with the aid of appropriate (new) specialized planetary buildings/equipment.

Yeah, this one's a keeper, though it needs to be fleshed out more. You'd have to imagine that these sites would actually be few and hard to find, given that most planets in the universe, like our own real world, have never spawned life on a scale that would leave such remnants. This could potentially make true exploration a viable and desirable career path in New Eden.

So that's my two and a half cents worth. I do, however, request unanimous consent to revise and extend my remarks. Smile

Respectfully submitted.

"The world ain't fair, there is no Santa Claus, and not everyone gets a F'n trophy just for showing up. Welcome to the real world. Welcome to Eve."

Matthias Ancaladron
Imperial Shipment
Amarr Empire
#9 - 2017-05-31 09:32:46 UTC
Let me click multiple sites.

Create route from her here here here here here and here to storage for example by just clicking. The same way we can shift click multiple items in hangar.

Ditch circles and replace them with snappable hex tiles for boundaries. Placing stuff close together is a nightmare of tiny mouse movements. Just make them snap together as hexagons and theres no headache.

Make launchpad hold more stuff or add a skills to increase of and cpu
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#10 - 2017-05-31 12:07:12 UTC
My view on streamlining this would be to reuse the current citadel code. Replace the current PI interface with a 'planetside' citadel structure instead.

This would not be a spaceborn platform so not direct attack from ships (that's what POCO's are for).

Slot's would be used for factory, extraction and storage services (though in this case services would not required fuel as power is supplied from planetary sources. Rigs would be used to enhance PG, CPU, yield, link efficiency (i.e. how much material can be shipped around internally.

If orbital weaponry can be used against such sites then they should be able to fit orbital weaponry in response which opens up shield upgrades, jams, webs, scrams etc too. Unlike citadels a planetary citadel should reply with automated defenses much like old POS did.
Kiddoomer
The Red Sequence
#11 - 2017-05-31 16:37:22 UTC
Well, I'm not against the relic site thingy, but streamlining it no, PI takes time to setup and need some thinking beforehad, I want to keep that.

Although some refreshing in the interface could be awesome with not much work, the hexs grid could be a major improvement already.

I don't know how a fitting similar to citadels could be done, but I like the idea, with more things that players will have to build to do PI instead of just buying command center to NPCs.

In the name of Jirai 'Fatal' Laitanen : “Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.”

Dior Ambraelle
University of Caille
Gallente Federation
#12 - 2017-05-31 17:38:23 UTC
Corraidhin Farsaidh wrote:
My view on streamlining this would be to reuse the current citadel code. Replace the current PI interface with a 'planetside' citadel structure instead.

This would not be a spaceborn platform so not direct attack from ships (that's what POCO's are for).

Slot's would be used for factory, extraction and storage services (though in this case services would not required fuel as power is supplied from planetary sources. Rigs would be used to enhance PG, CPU, yield, link efficiency (i.e. how much material can be shipped around internally.

If orbital weaponry can be used against such sites then they should be able to fit orbital weaponry in response which opens up shield upgrades, jams, webs, scrams etc too. Unlike citadels a planetary citadel should reply with automated defenses much like old POS did.

I agree with the citadel-like structure.
The command center remains the base and have a limited number of slots for buildings. I wouldn't use different type of modules and rigs though, just simple buildings with varying costs. A fusion reactor could make more power, a server hub could make more CPU and so on. Storage facilities in my design would only increase the total amount instead of being separate boxes. The command center would have it's own storage to launch things, and the launch pads would also make their own after you build them.
A citadel structure would also remove links and paths, as everything is connected.
You would still need to scan for resources as you do it now. The extractor control buildings would spawn a single "master extractor head" that you can place anywhere on the planet, and this would create more heads connected to it. If you move the master head, you move all of them. As much as I can tell, this last mechanic was mentioned and requested several times.

As the whole colony is a single object now, it would be easy to involve them in combat. I wouldn't give them weapons though, only shield generators. And a lockdown mode, that makes them invulnerable for a balanced time, so the owner will have time to gather a few people and defend it - again, similar to how citadels work.
Attacking these shouldn't be a problem, I think the orbital strike weapons are still in the game, we could use those.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#13 - 2017-06-01 10:43:48 UTC  |  Edited by: Corraidhin Farsaidh
Dior Ambraelle wrote:
Corraidhin Farsaidh wrote:
...my blurb...

I agree with the citadel-like structure.
The command center remains the base and have a limited number of slots for buildings. I wouldn't use different type of modules and rigs though, just simple buildings with varying costs. A fusion reactor could make more power, a server hub could make more CPU and so on. Storage facilities in my design would only increase the total amount instead of being separate boxes. The command center would have it's own storage to launch things, and the launch pads would also make their own after you build them.
A citadel structure would also remove links and paths, as everything is connected.
You would still need to scan for resources as you do it now. The extractor control buildings would spawn a single "master extractor head" that you can place anywhere on the planet, and this would create more heads connected to it. If you move the master head, you move all of them. As much as I can tell, this last mechanic was mentioned and requested several times.

As the whole colony is a single object now, it would be easy to involve them in combat. I wouldn't give them weapons though, only shield generators. And a lockdown mode, that makes them invulnerable for a balanced time, so the owner will have time to gather a few people and defend it - again, similar to how citadels work.
Attacking these shouldn't be a problem, I think the orbital strike weapons are still in the game, we could use those.


Oh I think if you can shoot something of that size and value in EvE it should most definitely be able to shoot back.

Regarding the 'master head' idea for extraction this was along the lines of my thinking too, but the distance from the PI hub is giverned by a maximum logistics range that can be improved with one of the service slots or rigs.

I thought the slots and rigs makes more sense as it minimizes coding and also structures planetside. Tie everything into the hub and use the service modules to provide factories/storage increase etc etc. If a downside is required for balance make them use biofuels, enriched uranium for nuclear reactors instead of fuel blocks.
Dior Ambraelle
University of Caille
Gallente Federation
#14 - 2017-06-01 12:16:36 UTC
Corraidhin Farsaidh wrote:
Oh I think if you can shoot something of that size and value in EvE it should most definitely be able to shoot back.

Regarding the 'master head' idea for extraction this was along the lines of my thinking too, but the distance from the PI hub is giverned by a maximum logistics range that can be improved with one of the service slots or rigs.

I thought the slots and rigs makes more sense as it minimizes coding and also structures planetside. Tie everything into the hub and use the service modules to provide factories/storage increase etc etc. If a downside is required for balance make them use biofuels, enriched uranium for nuclear reactors instead of fuel blocks.

The reach of the master head could be limited by skills or power capacity, but it should be relatively easy to work around it and extract on the opposite side of the planet.

My problem with the service module system is that I think it would limit the options and/or flexibility of the colonies. Currently you can have planets that only extract and refine materials to P1, and have another colony dedicated to assembly only. I would like to keep this structure. Fueling can be a problem because you would need to manufacture or buy/transport something to make the colony work at all, but we can simply say that in case of colonies the fuel cost is reduced by 100%.
Rigs can be used to increase some attributes, but both rigs and service modules have one additional question: how to make them? If you need to manufacture them separately and then transport them to the planet makes modifying them much harder than it should, aside from their cost. If you can just build them on the planet then there is no reason to not make them simple buildings. Maybe limit the number of some special buildings to 1.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Do Little
Bluenose Trading
#15 - 2017-06-01 12:41:02 UTC
The problem is any changes in mechanics that improve yield for effort will attract more players to the activity resulting in lower prices.

The barrier to entry for PI is very low, as is the risk in highsec and sovereign nullsec. The only reason New Eden isn't buried in planetary commodities (and minerals for that matter) is the activities are boring grinds. PI needs active gameplay in destructible facilities.

CCP thought "outside the box" to come up with the new moon mining mechanics - turning a largely passive activity with little opportunity for interaction into active gameplay in space where both cooperative and competitive interaction is possible.

I think the basic mechanics of PI are OK - player owned colonies (opposed to corp). I would like to see more risk - perhaps orbital bombardments (highsec players can always drop corp to avoid wars).

I would also like the process to be more strategic - fewer clicks but more analysis of patterns in planetology data to help position extractors - similar to project discovery. Better yield through player knowledge and skill.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#16 - 2017-06-01 12:41:19 UTC
Dior Ambraelle wrote:
Corraidhin Farsaidh wrote:
...more blurb from me...

The reach of the master head could be limited by skills or power capacity, but it should be relatively easy to work around it and extract on the opposite side of the planet.

My problem with the service module system is that I think it would limit the options and/or flexibility of the colonies. Currently you can have planets that only extract and refine materials to P1, and have another colony dedicated to assembly only. I would like to keep this structure. Fueling can be a problem because you would need to manufacture or buy/transport something to make the colony work at all, but we can simply say that in case of colonies the fuel cost is reduced by 100%.
Rigs can be used to increase some attributes, but both rigs and service modules have one additional question: how to make them? If you need to manufacture them separately and then transport them to the planet makes modifying them much harder than it should, aside from their cost. If you can just build them on the planet then there is no reason to not make them simple buildings. Maybe limit the number of some special buildings to 1.


Personally I wouldn't have a PI citadel need fuel at all but it's an option if required.

Master heads should have the same range as now and a modest increase in range from services and/or rigs. The placement of you PI hub should still be an important consideration.

As far as I understand it citadels are just glorified ships internally so slot layout can be whatever is necessary. Between slots, PG and CPU it should be possible to replicate the outputs of any current config of PI setup, with maybe a modest increase for the increased outlay in PI hub purchase.

I also thought a bit more about weapons/shooting and the POI hub should be limited to frigate or lower for docking to allow gunners to land planetside to defend the PI hub in exactly the same way that citadels work now.. If they are to have a vulnerability window they must be able to defend it.

Dior Ambraelle
University of Caille
Gallente Federation
#17 - 2017-06-01 17:01:20 UTC
Corraidhin Farsaidh wrote:
Personally I wouldn't have a PI citadel need fuel at all but it's an option if required.

Master heads should have the same range as now and a modest increase in range from services and/or rigs. The placement of you PI hub should still be an important consideration.

As far as I understand it citadels are just glorified ships internally so slot layout can be whatever is necessary. Between slots, PG and CPU it should be possible to replicate the outputs of any current config of PI setup, with maybe a modest increase for the increased outlay in PI hub purchase.

I also thought a bit more about weapons/shooting and the POI hub should be limited to frigate or lower for docking to allow gunners to land planetside to defend the PI hub in exactly the same way that citadels work now.. If they are to have a vulnerability window they must be able to defend it.


According to the lore, our ships are unable to land on planets because the materials they made of has a quite harsh reaction to the planets' atmosphere. The vulnerability window would allow attackers to shoot the colony from space with weapons that are probably useless against any kind of ships, while the defenders will prepare for a space battle. The defenders in this case would have a huge advantage.

Also, the "master head" probably wasn't the best name for what I wanted to describe. Calling it "remote extraction outpost" would be less confusing maybe?
So, currently you can place the buildings anywhere on a planet, as each of them is a separate object. If you run out of resources around the extractor unit, you can simply destroy it, and build another one on the other side of the planet, it won't affect any other buildings you have.
In a citadel structure however the whole colony with all of it's buildings are one unit. The colony works like the current command center: you can't move it around. But you should be able to reach the resources anywhere on the planet, because they keep changing - fortunately, otherwise PI would be totally passive. So you can't move the extractor control unit around separately, because it basically become a module of the citadel now, and you don't want to destroy and rebuild your citadel every time the location of the resources regenerates.
This is why I come up with the idea of this... node, that is connected to a specific extractor control unit in the citadel, and each extraction control unit has exactly one of these. You can place this node anywhere, the distance from the colony affects it's CPU and power usage. It should work as the current extractor control unit, except it's not an independent building, you can't destroy it - you have to destroy the main module in the citadel, and if you move it around it drags all of it's extractor heads with it.

The master head could be implemented as it only affects the other heads, and you can't move it outside of the outposts' reach limit.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.