our corp has Hulk BPO ME10 TE14
most of the Delve miners use Hulks produced by us
(but you cant prove it!)
This sounds like â â â â â â â â given that even with maximum productivity, youâre limited to a single job slot with that BPO.
Youâre next going to say, âWell we can make copies!â but copying 1 run takes like 80% of the time it takes to build 1 run. So even if youâre making copies and building off them, youâre not actually producing that many Hulks.
Well if you canât prove it, just STFU already.
Something that could be brought to the attention of the devs concerning the industry window:
when - by mistake - a jobâs manufacturing output has a higher volume than the output location, say a container, it becomes nearly impossible to deliver that job. There is not even an indication of what the output location is at that moment.
Possible solutions:
- a quick check by the UI on output volume of the job and volume capacity of the output location
- a possibility to reroute the output during delivery of the job
Personally I would prefer the latter option, or a combination of both, but any solution would do.
This is one of the most annoying minor things in the industry window. It beats me why you cannot see the output location when you look at running jobs.
I canât track the CSM meeting minutes, so Iâll hope this post will not be outdated for CSM14. BTW I prepared this post for âPlayer Features & Ideasâ forum chapter primordially.
My indy suggestions:
- Industry cost of Storyline modules should be reworked. Storyline modules mainly have the same stats as T2 modules but requires two times less PWG or CPU. They are a perfect option to built expensive CPU/PWG fits if there arenât available addition free slots for respective Rigs and Implants. The issue is that some modules requires as many indy components to craft the module as Marshal needs, at near the same overall price, as shown below. Also, there is a disproportion in exploration loot drop for these materials: some items and materials drops frequently and in big quantities, while other are extreme rare and expensive. Therefore, it makes a lot of Storyline modules much more expensive than Faction or DED C- and B-Type modules.
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BPCs of Polarized weaponry should be reworked, except BPCs for Polarized Rocket and Torpedo Launchers which are good as they are. Maybe they were used frequently back in the days, but with recent changes to the PVP and PVE meta, I canât imagine a proper usage for them, including their price compared to other T1 and T2 weaponry. The damage boost at the cost of resistances canât be utilized vs these new T2 ships with ADCs, these new NPC types like event pirates and triglavians. It will be a good idea to keep the resistance and damage levels of Polarized weaponry as T2 has by switching their secondary attributes like: increased falloff/reduced tracking (for guns), increased flight time/reduced explosion velocity (for missiles). In my opinion, there are countless BPC for polarized weapons in player hangars. It will be a good idea to convert them into something else, more useful.
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It will be a good idea to increase the share of PI components in indy production. Most T2 ships require few Construction blocks only. A Sabre requires 23 Blocks for 238 359ISK only. At the same time, it will be interesting to add new skills for Planet Management like Temperate Planet Specialization - the ability to build addition Solar Panels to increase the Command Center Power. Similarly to that, the ability to built few levels of Data Centers to improve the colony CPU power.
Itâd be cool if you could offline PI structures so they donât use cpu/power grid like you can with modules on a ship. The intent would be to toggle between extraction and factory on the same planet.
make PI structures at least DIFFERENT COLORS,
Basic factories and Advanced are both âalmost yellowâ, why you can t use Other Colors, are they copytighted?
use your mouse wheel.
and please give us the option to turn off the holo animations when you click on a structure or make them smaller. PITA to see the inbound/outbound paths when there is a giant holo representation hovering over the links.
In addition a different icon on each factory because colorblindness is a thing.
sorting order - Here is is Case Sencetive, THERE iT Is Not
all over production screens
Another nice feature would bee a more close integration of production with corporation. Some easier and more self-evident way to lock down large amounts of blueprints, set up a hanger that can be used for material that is controlled and logged, and output easily set to a players item hanger.
Hello Dunk, thanks for asking.
PI: The ability to move around the extractor heads as a group. Similar to how it operates for scan probes.
Mining:
- mobile depot that does ore compression.
- a mineral or resource not found in high-sec, that provides incentive to venture forth
- some industrial hull that offers covert-op jump, without the need to resort to the black-ops class; for the prospect, blockade runner and endurance.
and tech2 salv drones. I was one of the voices supporting RR Hull drones. So Iâll raise a hand here too.
are a stupid idea.
It would probably be too much work, but adding Made by : (name) on the info of items, hulls at least.
Already present at abyssal modules after using mutaplasmids. So no, not much work (i hope). I asked about it five years ago, or even more.
CCP have decided to drop the mineral content of asteroids in annoms across the board in Null etc.
I can see why with Alliances controlling the markets from mass mining in Roques in peace deep inside territory holding stockpiles, ultimately controlling market / and ability to restock for war very easily.
To balance those of us that mine in hot drop / fleet roam areas where it was hard enough to build anything with access to decent mineral access, why canât they simple disadvantage those systems with zero ship kills in last X number of hours.
The rational for reducing the spawn of asteroids was to rebalance some CPP stat we have no idea about, but those holding huge quantities of minerals arenât disadvantaged in the least they simple sit pretty while market prices rise on Nocxium for example.
Industry drives PVP (we supply the ships for Efâs sake) hit the safe Constellations and make the un minable, while reward the difficult Constellation for those of us that have a hard enough time anyway.
If that re balance could be implemented then Content prevails IMHO.
Thanks to everyoneâs help, I was able to give the Industry presentation to CCP today. Here is the presentation and the raw data.