Just a quick observation and idea here – and feel free to consolidate this elsewhere if it’s is an overlapping concept.
At the moment, it seems as though Multi-thread Sequencing and Industrial Sequencing (skills that increase the total amount of skins that can be processed at once in a single sequencing job) are a bit lost conceptually, given that current overall repeat demand for specific skins seems low/limited and that the way in which bulk lots are listed anyway causes them to languish out of sight for most of the duration (ie. potential customers need to go looking for stock, as opposed to having it viewable in the HUD more immediately as the listing expires) without any ability to relist/edit them until the listing ends. If you sequence thousands of a single skin design and then post that inventory in bulk, for example, there isn’t much that stops another designer from copying your design and undercutting the original with much shorter listing windows/costs (eg. 1-3 days vs. a week or more) to take advantage of how listing visibility works – which results in more visibility for the cheaper knockoff (more immediate storefront HUD time given to listings as they expire in less time more frequently) with much lower risk to the copycat designer.
And if the intention for the skills is just about increasing inventory, again, there just isn’t a demand for that much committed product…yet. My guess is that anyone still profiting from SKINR needs to check listings regularly and shift into areas where there’s observable demand, so, because of that constant movement, sequence jobs rarely exceed 5+. Having thousands of a single design makes little sense – again, so far. Hopefully there are changes that will help these skills make sense.
I wonder if a better idea for a replacement or change in these skills slots would be to establish a kind of limited licensing for skins, where sequenced skins have use charges, a charge is used every time a player applies that skin to an individual hull (or series of hulls, in the case of corp/alliance skins…??), and the skills described above actually increase the amount of charges each sequenced skin can contain at once. What’s more, I wonder if that kind of system could allow for designers to pull in residuals or royalties when a charge of a skin is used.
Another alternative – and I have this described elsewhere on the forums, I think? – might be creating skills that allow for duplication/triplication/quadruplication of skins above certain breakpoints (eg. skins duplicate when sequenced above 10, triplicate when sequenced above 50, etc.), thereby allowing bulk sequencing jobs to incorporate a meaningful discount.
TL;DR The current setup for the skills Multi-thread Sequencing and Industrial Sequencing seems a little DOA, consider revising the way skins work and the ways in which these skills might interface with them. Hardly anyone can afford the amount of skins the topend of these skills allow for. Sequencing in this way seems unduly risky with how the storefronts work to begin with.