"Hurry" option in industry

It would seem fair that if you want to rush a job there is a 10-40% chance of the job failing (depending on what stage of the job you push it).

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Credits? No.

Credits, more resources, and a chance of failure? More realistic. Maybe even more interesting.

No chance of failure. It defeats the purpose. Nobody is going to use the feature in that case. Making it cost x amount ISK seems fine. Perhaps the production line should stay inactive for the full time as well. So you pay the isk to hurry production, get the item, but the production line is still on a cooldown for the remaining time.

Not totally against the idea, but it shouldn’t be instant. It should just reduce the time needed by a proportion.

And it shouldn’t cost isk either. Too liquid too easy. Speeding up the job should require more materials (because its wasteful to rush).

I think he only put it up because the only real valid point is like, to use ammo as an example, you make them one unit at a time in a realistic setting. so say your making roughly 7500 at a time in game, your halfway through a batch and, that last invuln timer’s gonna drop along with the EC because the owners of the station got wardec’d (because that’d prolly be where some of this feature would be useful) you stop the job, get half ammo, with all the isk, mats and bpc sunk so you don’t have a complete loss on it when the industry mod goes boom.

sure but it should increase the amount of mins needed

How does chance of failure defeat the purpose of ‘rush’ jobs? It’s timed saved with an RNG risk to reward model.

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But that model is total bollocks for this feature. You are not supposed to introduce risk, just additional cost or reduced reward. Adding an RNG element is total fail in this case.

I mean think about it. Risk the manufacturing job, finish a few hours earlier. Nobody is going to take that proposition. The risk vs reward is completely out of proportion.

That makes it too complicated. Bottom line is requiring more minerals == requiring more ISK anyway. You could set up severely diminishing returns so that a job that is 95% complete would cost 1% to hurry, but a job that was 80% complete would cost 10% to hurry. 70% complete = 20% to hurry. Obviously these numbers are just an example and the final ones need more careful tuning.

If there is no risk of failure, everyone will just rush all their jobs and transfer the increased price to the products sell-price. It would also make it too easy to pump out items for war, when anything new is introduced, etc

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Not necessarily. It depends on ye olde cost-benefit analysis.

Obviously people who dont rush their jobs can undercut those who do. And actually in cases where an item has a 40% profit margin or more, people might be inclined to do a rushed job for that to bring the premium down a bit. So actually the consequences of this feature would seem to be the opposite of what is suggested. Prices could decline on items that carry big premiums.

Isk is too easy to move. Carrying the extra materials requires physical movement and would be a nice material sink.

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It just seems like it becomes unnecessarily complicated.

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