CCP, why not make a queue for research and manufacturing jobs? This way you could queue up blueprints when all your slots are taken. This ensures maximum effeciency for the hardcore industrialist.
I remember when i first started playing the game didnt even have a skill queue and you had to get up at night to switch skills. But the queue is the norm, and its really neat.
So uh, dont know why i brought that up. But a queue for industry jobs seems like a good idea.
Why a queue when you need to finish your last jobs first?
And when I join EvE(2006) I have a queue with a 24h limit with I can plan ahead, even if is a littleā¦ I even train long Skills when I was not going to be online and switch to sorter ones when online.
Being able to queue them wont be too horrible. Once you deliver a job, the next one in the respective queue would start up (with a final, ādontaskmeagainā-able confirmation popup).
If the queue is designed like that, I have no problem. But if the queue is going to be able to start when the last job Finish without your intervention, Iām against.
Frankly, what Iād like to be able to do is start from the top down with production. For example, if I wanted to manufacture a claw, I could have it queue up a ābatchā job- building the slasher, RAM, and t2 components lacking in inventory. In the event I had nothing on hand aside from moongoo and minerals, the batch job would take 10 job slots (the claw itself, slasher, RAM, the 7 t2 comps). Build time would be 32 hours + whatever the longest sub-job is.
Or some other form of job batching, like wanting to build XYZ, and then queuing XYZ together as a single job, paying the costs for everything upfront.