As a Devotee of Planetary Industry, there’s a lot of little or big movements that could impact quality of life and the user experience. I have been doing weekly market reviews of PI, in it’s various forms, for awhile now. Cheerleading for greater engagement in the wonderment that is PI. What i’m providing is a simple list. I could go into detail on each one of these and expand on them if desired.
The world of Planetary Industry is overflowing with an abundance of opportunities to smooth out gameplay. As well, doing so would provide sizable wins for player enjoyment, engagement, and boost activity. And I’m not even talking about reducing the need of PI in industry. No industrial mechanical changes.
I’m speaking to the engagement portion to draw people into actually farming the PI. Planetary Industry is one of those areas where multi-boxing isn’t really a factor. It’s something where very small detail/QoL changes can have huge gains in viability.
Any one of the below changes would be a huge win for CCP & the players combined. Doing multiples would change the shape of the world of PI as we know it and the players would rejoice.
- The Epithal, a t1 hauler & premier PI ship, was the second most popular ship undocked in 2022 according to CCP.
- Between Mission running, Ratting, Mining, Exploration & PI, Planetary Industry is the only PVE activity that requires an account be Omega to engage in.
- Unlike other PVE activities in this sandbox game, It’s also a solo activity not lending itself well to real-time multiplayer interactions.
CCP concept ideas
(The below list was garnered using submissions from a wide array of players through feedback forms & discussions along with reviewing already existing suggestions & ideas)
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Find ways to reduce the number of clicks required for PI setup - This was single handedly the largest complaint I saw. It’s seen as the primary reason people do not engage more with Planetary Industry
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Enable renaming of Launchpads
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Sharable templates per planet type & usage. Much akin to ship fits.
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Single-Button Resets for extractors
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Auto-pull from Launchpad to Poco storage
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Increase Launchpad & Poco storage
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ACL Access to poco’s / Enable corporate controlled PI (Possible New Corporate level skills under planet management enabling additional “corporate” PI planets?)
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Epithals need a T2 variant/bigger ship - (The premier ship for a pillar of industry is a T1 hauler)
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Remove PI raw material depletion on planet from over-harvesting or Increase regeneration of raw resources on planet. Auto-roaming harvester heads could also maybe be a solution? the further it roams, the longer the return time. so you get a guaranteed final output yield but a variable time to delivery
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Reduce/Remove the shifting around that PI raw materials do on planet (Mobile hotspots)
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Increase extractor head circle of effect
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Remove the expedited transfer timer
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Input routing should auto-select sources
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Hex grid planets with a snap-to position to help with alignment
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Whole setup needs simplification (could be done via mirroring the moon frack setup. Using skills to impact quantity, quality, and efficiency. Set collection times, and the trigger button (like moon fracking) could be to launch your output from planet to poco for pickup.)
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The ability to multi-select factories when swapping schematics and mass-changing (i.e. switching from rocket fuel to superconductors)
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Remove different buildings and collapse into one with upgrades. Bundle buildings into single entity - allow upgrades to that entity such as adding multiple factories or storage areas - this would remove the billions of clicks. For resource extraction allow for extractor heads based on number of extractor upgrades.
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Impact POCO empires & huge blocs, developing a need to network or share the workload for “controlling” so many POCO’s and receiving the rewards. This could be done by; Add a small fuel requirement for the owner/operator. Allow for an “upgraded” poco that maybe has some sort of benefit (T2 variant). Perhaps an addition of showing planetary stats showing how many active/inactive extractors & factories there are on a planet. Right now, there’s really no purpose to destroying POCO’s. There is no loss.
I do love talking about PI and it’s assorted potential. I build PI maps for players in my local area in game. I review the markets to assist others in knowing where things stand pricing/availability wise. So if CCP, or really anyone, would like to talk more about the world of PI, feel free to reach out to me.