- Additional Feature Requests
- Add reset extractors button
Works fine on main window, doesnât work on alt
Additional Feature Requests
- Not strictly related to the patterns, but there is this handy Center View on XYZ. Please introduce this button the main PI feature to move quickly between facility clusters. This is particularly important on extraction planets with multiple extractor clusters.
Better late than never. Thanks CCP, much appreciated!
Feature request: make factories âstickyâ. I want to click them together like magnets.
The feature is still in early development, so there is time to stop and consider a bigger overhaul?
- Current Implementation Feedback
- it doesnât improve much in how you place pins on the planet and work out with links. You still must carefully and painstakingly drag those pins as close to eachother as possible, trying multiple times to drag-in drag-out only to see it gets greyed out as being to close to existsing one
- Additional Feature Requests
- Instead consider transforming the Command Center into a grid platform you place stuff on.
- No links required as everything is connected through the CC grid âinfrastructureâ.
- Upgrading CC gives you bigger grid to place more stuff and more CPU/PG
- Harvesters send âŚharvesters out (like on Arrakis ) to mine/harvest stuff - no links required.
- You just tell the harvester control tower operators where do they send the crafts on the planet and they do that.
- There could be a limit how many harvester crafts you can send out.
- No need to have many harvester control towers. One is enough
- Same with the launchpad - why do you need multiple launchpads to select in the POCO UI?!
- You save the CC grid layout as the template with every setting there.
- Add layout designer that âsimulateâ the setup.
- There can be many layouts then for different occasions.
- Next time I put CC on the planet Iâll just pick the saved template and wait for it to on-line.
- When Vanguard come and raze it to the ground Iâll just put new CC in minutes with two (or three) LMBs.
- Plz, do it!
Current Implementation Feedback
- Please change the Progress Timer hint from the white flashing field to something way less eye-straining, like the Safe Log Off timer window.
- Mechanic change request for resource depletion
Is it possible to increase the aoe around the extractor nodes so that instead of resources getting drained extremely quickly right where the node is placed that it drains much more slowly over a larger aoe this way you wouldnât need to move the heads anywhere near as much.
I think you control this by setting longer program duration.
It does a little but still doesnât really work well, even with 1 week you still need to move heads but you also loose a ton of profits.
The list of saved templates might get very long if you are running multiple toons doing PI. Suggest the description shows but the other detailed information is available through a expand-contract process. Default should be closed/contracted. so only descriptions show.
Additional Feature Requests
- Let us spin the template
The proposed âharvester craftsâ idea could accommodate a follow âdeposit driftâ logic to overcome this. Or outright new structure - âdeposit surveying postâ that actively seeks richer deposits and routes harvester crafts accordingly to get the bigger yield. The structure efficiency could be affected by your level of Planetology and Advanced Planetology Skills
âŚsorry Iâve got carried away again
For the love of god, just make it so the bloody factories dont need to be told what to make, they can only make one thing from the material they are given, dont make me have to tell every single Basic industry, every single time what to make and where to send it. how about it automatically selects the only possible option and spits to the closest warehouse unless i tell it otherwise? it should just know. its on a planet full of pople apparently.
from an actual carpal tunnel victim
is this not copy eve china?
so why dont u copy more
This is a bit beyond the scope of this thread, but I really do hope there is vanguard interaction with PI. PI facilities would be easy locations to have for raiding opportunities, and ccp doesnât even have to create new database locations since theyâre already in the database.
Would also like expanded PI stuff with a sim city builder which would create dynamic maps for Vanguard. From there itâs an âeasyâ jump (game design wise) to include rts controls for ground side armies (which are also Vanguard interactable.)
As for the thread relevant discussion:
- Current Implementation Feedback
- PI ui is kind of text heavy.
- Additional Feature Requests
- Consider adding a radial menu for commonly used elements (such as the proposed template feature set.)
Can we please get a button that deletes an entire colony other than the command center so that we can quickly load up our template and move it, instead of having to delete each facility one by one?
While I do think this is good improvements, providing some nice quality of life, part of me is admittedly also a bit disappointed. My disappointment comes from the fact that adding on to the current system means its less likely we will have a PI rework any time soon, which is something I hope for, certainly now that vanguard is coming closer. Iâde be happy to explain my vision and hopes, even though I understand this is likely very very far from what will come in the future.
For vanguard I would like there to be two main types of missions. The first type would be the more static type that you can always join, ie fighting for npc corporations. This would mainly be the 6 FW factions that duke it out on the planets, and would have some small effects on the FW frontlines.
The second type of missions would be that in the employment of capsuleers. For such a mission to happen, clones and their gear must be placed inside the eve online universe at the correct location, and the mission issued, and payed for in advance (which would be cheap by spaceships standards). The mission could be set to open to everyone, or locked by standings, or set to only a certain group or even person - which could be yourself. Such locations could vary, for example a citadel could have a boarding party to figure out its fitting or vulnerability window (instead of current system where you need to hack it), or even have a mission that if successful could temporarily turn off a module or two temporarily, or give it some other negative debuff. Another typical location would be on planets, which could be integrated into a reworked PI system. In all cases defensive clones could also be prematurely placed, both AI-controllable cheaper clones, and more expensive capsuleer clones. When a station or area on a planet is attacked, a new mission would appear if prerequisites are in place, for defending from the attackers. This way one can defend their property, or lease out the defence to random or blue standing players.
In the case of PI I envision this as a mini game where every PI operation would have to claim land on the planets they work, and where such operations would be in conflict to other nearby installations. Right now this is not the case. Anyone can setup any planet and it doesnt affect you in the slightest if there are 100 people harvest a planet or just you. In the mini game you have your main base, and can see other bases on the planets where they are. You can claim land and even raid others on the planets. NPC corporations on planets are a common occurence mostly in HS, as well as some in LS, but none in null or W-space. Pirate factions are also on planets and are raidable (ie gain materials in a successful vanguard mission) and will also raid players and other corps for stuff, as well as claiming land. More land = more output from mines and factories that one can build. Raiding other players or npc corporations would not be possible in HS unless at war, or would possibly somehow give the pilot a suspect timer when loading or unloading from the planet. In Low or null this would be fair game at pretty much all the time. PI would include setting up aggressive missions and good defences on your land, and extraction or manufacturing would be a constant stream, without the need to click, depending on the land one owns (until storages are full). With a system like this one would be rewarded to come in and do your clicks often, and even doing your Vanguard stuff yourself (but not neccessary). But it would also be possible to just come in and loot everything once per week for the lazy ones, as the smaller land you own and operate the easier it defends itself.
I think this would be a very nice upgrade to the current system which doesnt feel very involving or intellectually stimulating at all. All it involves are a few clicks per week, and there is no interaction with others at all, except on the market place, or when hauling. But made into more of a mobile base building game in eve with missions being run in vanguard, then Iâde be more inclined to both do PI and play vanguard.
Feature request:
Within-constellation ability to link to other production planets for a tax fee to CONCORD on top of the planetary import/export tax. Simplifies logistics for planets without making it too safe.
I think whatâs most likely to happen, if CCP goes forward with Vanguard interaction, is weâd see planets divided up into sectors, and those sector governors would be able to set tax rates on the territory they control.
That would allow for a âhappyâ medium, where peopleâs PI installations donât directly impact each other, but thereâs still some impact in terms of a potential increased tax rate.