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Lykouleon
Wildly Inappropriate
Goonswarm Federation
Posted - 2010.03.11 01:05:00 - [151]
 

Will CCP Nimbus be transfering over to the CCP art dept?

Chiralos
Merchant Princes
Posted - 2010.03.11 01:08:00 - [152]
 

Quote:
Some final products can be produced entirely on one planet but most will require transport to other planets to be produced


Music to my ears. I hope the resource distribution algorithm sets up some long trade paths. Otherwise how can we have wars over taxation of trade routes to outlying star systems ?

Darth Skorpius
m3 Corp
Fidelas Constans
Posted - 2010.03.11 01:08:00 - [153]
 

Originally by: Prometheus09
You should have to invest some time in you character before you reap the benefits of every thing the games has to offer. In other words, you shouldn't be able to role a 1 day old character in your spare character slot and start creating planetary empires. Instead you should have to invest a little time into you character.


i never said anything about needing skills to be good at it, and for the record, i think you shoudl have ot invest time money and skillpoints into pi to be able to command a planetary empire. i said that new players shoudl be able to at least pick a planet in what ever high sec system they happen to be in and put a command center and extracter down and see what it has to offer, however to get to the good stuff, they would need to invest in it much like pretty much everythign else in the game. a new toon can go pvp, they just wont be any good at it, a new toon can go mine, but its nto going to make them much isk untill they train some skills and move up to better ships.
planetary interaction should be the same, and not allowing members of npc corps to interact with planets is prohibitive to that, as is forcing players to go to low sec.

one final note, i never said you were a pirate or wanted to force players to low sec so you could kill them

HeliosGal
Caldari
Posted - 2010.03.11 01:16:00 - [154]
 

Originally by: Darth Skorpius
Originally by: Prometheus09
You should have to invest some time in you character before you reap the benefits of every thing the games has to offer. In other words, you shouldn't be able to role a 1 day old character in your spare character slot and start creating planetary empires. Instead you should have to invest a little time into you character.


i never said anything about needing skills to be good at it, and for the record, i think you shoudl have ot invest time money and skillpoints into pi to be able to command a planetary empire. i said that new players shoudl be able to at least pick a planet in what ever high sec system they happen to be in and put a command center and extracter down and see what it has to offer, however to get to the good stuff, they would need to invest in it much like pretty much everythign else in the game. a new toon can go pvp, they just wont be any good at it, a new toon can go mine, but its nto going to make them much isk untill they train some skills and move up to better ships.
planetary interaction should be the same, and not allowing members of npc corps to interact with planets is prohibitive to that, as is forcing players to go to low sec.

one final note, i never said you were a pirate or wanted to force players to low sec so you could kill them


cluttered ie overfarmed planes in high sec will lower yields, youll make more in low sec ( remember a t2 hauler can always cloak right past the pirates) wormhole systems will have some attractoin other than sleepers. 00 will be sov, also be opportunities in 00 npc regions

Its a good anti jita move actually and should be applauded please ccp make it that they dont clutter up jita 4 wont yield anything with 20000 players miing it

Dante Edmundo
Posted - 2010.03.11 01:20:00 - [155]
 

Edited by: Dante Edmundo on 11/03/2010 01:23:11
Looks like a great start. My one fear is PI is developed as too simplistic and therefore gets boring quick. I hope you guys include some of the interesting and involved lego type module complexity that you currently do for Eve Online ships - for your planetary PINS - i.e. people can plug and play with different modules that would be installable to their planetary infrastructure, and there are plenty of trade-off decisions one will be able to make. Being able to install different modules types to your planetary structures would also enrich the manufacturing market and blueprint features of Eve.

After all - you want to make this new expansion fun. And for me, fun is making it INTERESTING to play and not simplistic.


Trimutius III
Avalon Guards
Gypsy Band
Posted - 2010.03.11 01:24:00 - [156]
 

Originally by: Darth Skorpius

planetary interaction should be the same, and not allowing members of npc corps to interact with planets is prohibitive to that, as is forcing players to go to low sec.


As i see it. CCP represantatives said that players in NPC corps can interact with planets, but still IMO newbies will not be able to make a lot of profit out of it.

Illectroculus Defined
No Bull Ships
Posted - 2010.03.11 01:29:00 - [157]
 

So I hope this adds a whole bunch of skills which have Charisma as their primary attribute, because we need more skills using charisma. (would have been even better before attribute remapping to annoy all those Achura... but we can't have everything)

DigitalCommunist
November Corporation
Posted - 2010.03.11 01:32:00 - [158]
 

Sounds like a repeat of POS mining, which is .. fine I guess.

The real question is what the hell are these resources for, and why do players need yet another way to make more money - especially passively.

Dante Edmundo
Posted - 2010.03.11 01:37:00 - [159]
 

Originally by: DigitalCommunist
Sounds like a repeat of POS mining, which is .. fine I guess.

The real question is what the hell are these resources for, and why do players need yet another way to make more money - especially passively.


A few months back, there was a planetary blog contest. One of the ideas I proposed was to add a new tab to the current set of blueprints in Eve - that would be called say "Planetary Augmentation". Under this tab, if a player had mined and processed the right planetary resources they could build the item in the blueprint using the "Planetary Augmentation" tab. The item would then have additional bonuses added - unique to the planetary resources used. For example, if you were building a Probe and went to the "Planetary Augmentation" tab of the blueprint, if you had extracted a volcanic type substance from a molten planet - you could then use this resource to build a Probe with augmented engine power - i.e. could maybe move a little quicker or turn a little quicker etc.


Darth Skorpius
m3 Corp
Fidelas Constans
Posted - 2010.03.11 01:46:00 - [160]
 

Originally by: HeliosGal
Originally by: Darth Skorpius
Originally by: Prometheus09
You should have to invest some time in you character before you reap the benefits of every thing the games has to offer. In other words, you shouldn't be able to role a 1 day old character in your spare character slot and start creating planetary empires. Instead you should have to invest a little time into you character.


i never said anything about needing skills to be good at it, and for the record, i think you shoudl have ot invest time money and skillpoints into pi to be able to command a planetary empire. i said that new players shoudl be able to at least pick a planet in what ever high sec system they happen to be in and put a command center and extracter down and see what it has to offer, however to get to the good stuff, they would need to invest in it much like pretty much everythign else in the game. a new toon can go pvp, they just wont be any good at it, a new toon can go mine, but its nto going to make them much isk untill they train some skills and move up to better ships.
planetary interaction should be the same, and not allowing members of npc corps to interact with planets is prohibitive to that, as is forcing players to go to low sec.

one final note, i never said you were a pirate or wanted to force players to low sec so you could kill them


cluttered ie overfarmed planes in high sec will lower yields, youll make more in low sec ( remember a t2 hauler can always cloak right past the pirates) wormhole systems will have some attractoin other than sleepers. 00 will be sov, also be opportunities in 00 npc regions

Its a good anti jita move actually and should be applauded please ccp make it that they dont clutter up jita 4 wont yield anything with 20000 players miing it


i never said anything about how profitable high sec planets will be, i was commenting on how easy it whould be for someone to put a command center on a planet and extract some basic resources

Originally by: Trimutius III
Originally by: Darth Skorpius

planetary interaction should be the same, and not allowing members of npc corps to interact with planets is prohibitive to that, as is forcing players to go to low sec.


As i see it. CCP represantatives said that players in NPC corps can interact with planets, but still IMO newbies will not be able to make a lot of profit out of it.


again, im not saying newbies will be able ot make lots of isk, im saying they should be able put a command center on a planet right from day one.

you people need to learn to read properly, i have not once said that new players should be able to make lots of isk on thier first day by settign up command centers on planets, im saying that on day one they should be able to put a command center and extract some basic resources, heck, limit it to one command center, one processing plant and two exctractors unless you train skills, but at least give players the ability to put something on a planet on thier first day in game, the only barrier then would be purchasing the command center

Vyktor Abyss
The Abyss Corporation
Posted - 2010.03.11 01:55:00 - [161]
 

Several things to consider:

1. Any new product needs to have some use and actual value in this (or another CCP) game - if products are mined, manufactured then sold to NPC buy orders for a profit etc, its all rather bad for the Eve economy - not to mention very boring.

2. Although "seeding" Command Centres may be quick and easy - please do consider allowing them (and other planetry stuff) to be manufactured by players. The markets are kinda oversupplied - eve need more buildable goods to diversif the markets (see 1. though)

3. The balancing of High/Low/Zero security PI is crucial to this working. Artificial caps similar to the numbers of rarity 64s in POS mining may seem the way to go, but you need a distribution mechanism that doesn't exclude everyone but the mega-alliances from playing this game. I'd suggest allowing all planets to make everything, then having other factors like a "workforce" efficiency mean 0.0 planets perhaps has workers pushing that little bit harder to eek out their living on their God-forsaken-rock.

4. Dont burden us with "planetry POS" in either interface or limitations. Those things are borked and a bloody nightmare. Can we have a more intuitive and manageable system?

5. How deep does the investment/emersion go? Can we be evil overlords brutally massacring the populace in a Harkonnen style bloodbath milking of Dune; or even benevolent utopia builders making a perfect world?

6. If you pump billions of ISK into one planet can you really interact with it - by Terraforming or specializing the planet and workforce making it more and more unique over time?

Many more thoughts and questions but I'm going to go listen to Duran Duran - "Save a Prayer" in the hope of more answers...

Kastovic Sm'irle
RSP Enterprises
Posted - 2010.03.11 02:13:00 - [162]
 

How disadvantaged will a player not using these new features be?

Krathos Morpheus
Legion Infernal
Posted - 2010.03.11 02:28:00 - [163]
 

Edited by: Krathos Morpheus on 11/03/2010 02:29:13
Pretty early in the timeline, but I will post it anyway just in case:

1.The sunside of the planet (blue planet) doesn't let me see the spherical harmonics well in that side.

2.The zoom is not good when setting links (better to make autozoom go back when selecting new link).

3.Setting a link when zoomed out is hard to impossible due to other links being selected instead of other facilities.

4.When zoomed out you can not see the timers and focusing on each ping to see them is annoying, make mousing over a ping launch an interface ala minority report (like in many videos you have made) showing details.

5.The automatic zoom-in is a waste of time anyways, at least for now. It adds nothing and the planet doesn't look nice at that distance (at least in the blue planet I was testing). Is there any plans to add more detail to pings so the zoom would worth it?

Other than that I like what I've seen so far. It feels a little lonely though, how will you know the presence of other players in the planet? How districts fit in what we have now?

Uronksur Suth
Posted - 2010.03.11 02:40:00 - [164]
 

God, I love CCP. Only they do things like make such awesome concept art.

something somethingdark
Posted - 2010.03.11 03:26:00 - [165]
 

Originally by: devblog
...that's wrapped up in a sexy UI...


never laughed so hard in my life

HeliosGal
Caldari
Posted - 2010.03.11 03:39:00 - [166]
 

UI looks ok so far would like to see some more charts with the various chains of produciton

Agent Unknown
Caldari
Posted - 2010.03.11 04:56:00 - [167]
 

Loving it so far. Hopefully the management screen itself won't keep resetting its position on the final release. Laughing

And yes, development trees would be nice. Of course, these can be generated by the users...but you know...

Yon Krum
The Knights Templar
R.A.G.E
Posted - 2010.03.11 05:05:00 - [168]
 

I hope you guys end up adding an intermediate upgrade between "rockets" and "space elevator"--the linear orbital accelerator. Rockets are fine... for Minmatar! Caldari and Gallente tech needs much less inefficient mass-acceleration launchers.

Amarr needs laser-boosted payloads. Your package to heaven rising on a column of incandescent light....

Also: uses for Damsels, janitors, etc. Production of more advanced "passengers".

--Krum

lynnley
Posted - 2010.03.11 05:14:00 - [169]
 

You say it will be on all planets in all systems including wormholes... that was the same thing other then wormholes was sad about moon mining which can only be done in low and 0.0 and not at all in hi sec.

if we can do planets in wormhole why cannt we do moon mining ? or is it going to change the same way and end up only in low or 0.0

DockingManager Scotty
Posted - 2010.03.11 05:19:00 - [170]
 

  • Quote:
    04:32:35 Notify You cannot begin exploiting the specified deposit. The facility's foreman does not appear to be answering his communicator, as he is likely out supervising the current deposit.
    - I get this often even when the mine has exhausted the previous deposit; waiting doesn't seem to help.

  • The list of links available from the screen for each PIN is nice, but we need one that is a list of routes as well.

  • We need a list of PINs in tabular form, especially extractors with a column showing time to depletion.

  • About half the time when I launch a rocket full of stuff, the stuff stays on the planet and the "planatart launch container" ends up empty. A side effect of this is that there is no way to get rid of the empty container or the associated entry in my journal.

  • The process of removing a PIN, creating a replacement PIN, adding links, and adding routes is a bit annoying. At least one of the following needs to be true:

    1. The ISK cost of this process needs to be pretty low

    2. The ISK reward of this process needs to be pretty high

    3. The frequency with which this process is required needs to be reduced



But really, so far it looks good. I'm looking forward to being able to set up longer production chains, on a single planet or across several.

Sturmwolke
Posted - 2010.03.11 07:26:00 - [171]
 

Wait a sec ... you've got various advanced techs including tractor beams in EVE, and I would also assume some form on anti-gravity with the advent of inter-stellar travel & FTL communications .... and you're sunk to the level of ROCKETS for planetary lifts !?!?

At least the space elevators are technologically acceptable as massive constructs ... but ROCKETS!?!?!?

/me facepalms

Anela Cistine
Amarr
GoonWaffe
Goonswarm Federation
Posted - 2010.03.11 07:36:00 - [172]
 

Will there be any form of corporate taxes integrated into the system?

Right now many 0.0 alliances have loads of unclaimed systems within "their" territory, because there is no alliance benefit to keeping TCUs up in all of them, just expenses. Unless there is a way to tax planet stuff, it looks like Tyrannis won't be adding any income streams directly to corporations or alliances either, only to individuals. Adding all the benefit to the individual while adding costs to the group seems unworkable.

Corporations should either be able to tax the planetary interactions of their members wherever they go, or be able to tax the planetary interactions of anyone they allow to use planets within their sovereign territory. It wouldn't need to be much, just enough to cover the basic sovereignty costs in an average system and give Corporations a reason to bother putting up TCUs and paying "rent" to Concord (or whoever). Of course Corporations can tax their members manually, but that involves converting more players into space accountants, a role that few enjoy.

Anela Cistine
Amarr
GoonWaffe
Goonswarm Federation
Posted - 2010.03.11 07:53:00 - [173]
 

Originally by: Sturmwolke
Wait a sec ... you've got various advanced techs including tractor beams in EVE, and I would also assume some form on anti-gravity with the advent of inter-stellar travel & FTL communications .... and you're sunk to the level of ROCKETS for planetary lifts !?!?

At least the space elevators are technologically acceptable as massive constructs ... but ROCKETS!?!?!?

/me facepalms


Don't let the space shuttle fool you into thinking rockets are old fashioned, rockets are a pretty efficient and cheap way to launch things off a planet. Since the eve universe has working rail guns that could be a viable option too.

It is possible that they are just using "rockets" as shorthand for a variety of ways to launch a capsule into space to keep things simple. What would actually work best on any given planet could depend on gravity, atmosphere, temperature, education of the workforce, and various other resources. Instead of worrying about it, you have space elevators as the expensive reusable option, and "rockets" as the cheap fire and forget option.

Even in THE FUTURE space elevators would be a massive construction, there is no reason why every second rate colony world would have one, much less all the uninhabited planets. In the long run space elevators would be cheaper, but in the short run they would be ridiculously expensive.



Jim Luc
Caldari
Rule of Five
Vera Cruz Alliance
Posted - 2010.03.11 08:01:00 - [174]
 

I'm liking the direction this is taking, but I'm worried that these nodes won't have actual graphical representations.

A previous poster mentioned Mass Effect 2, and I would have to agree with this. If we can make our little patch of land LOOK really cool, as well as make money, that would be great. Being able to zoom in on buildings or cities, see cars flying around, ships going to and from buildings in orbit....

I guess what I'm getting at is a way to not only make money from these planets, but make them live & breath. I happen to really be a big fan of Civilization & Sim City, and I think I heard someone mention they were shooting for this type of thing.

Also, and I haven't gotten a chance to test this on Sisi yet, but if you're at your planet working away, are you able to be shot at and killed? You're kind've a sitting duck and a huge target for pirates and wt's.....ugh

Sturmwolke
Posted - 2010.03.11 08:04:00 - [175]
 

Ok, serious question, how will the various NPC faction standings and corp standings tie in with PI with respect to system sec status and who owns the system?

As of now, a POS requires both charters and correct NPC faction standings for 0.4-0.7 system sec and 0.0-0.3 are either done in-house by player corp/alliance or rented through an agreement.


DockingManager Scotty
Posted - 2010.03.11 08:06:00 - [176]
 

Originally by: Jim Luc
Also, and I haven't gotten a chance to test this on Sisi yet, but if you're at your planet working away, are you able to be shot at and killed? You're kind've a sitting duck and a huge target for pirates and wt's.....ugh

At the moment you can manage your planet even while docked, but one of the devs mentioned that in the final version you would at least have to be in space to do it, and for some operations you would need to be both in space and near your planet. So yes, you would be a sitting duck for pirates and war targets unless they let us do it while cloaked.

Sturmwolke
Posted - 2010.03.11 08:26:00 - [177]
 

Edited by: Sturmwolke on 11/03/2010 08:30:44
Originally by: Anela Cistine
Don't let the space shuttle fool you into thinking rockets are old fashioned, rockets are a pretty efficient and cheap way to launch things off a planet. Since the eve universe has working rail guns that could be a viable option too.


I would beg to disagree. What comes to mind (without getting too techical about it) when someone mention "rockets", the general idea is that you have a propellant and the mode of action is reactive thrust. No matter how you're gonna go about it, putting hundreds of thousands on tons of payload up, day in and day out into orbit isn't going to be efficient.

I hope to see massive magnetic catapults as intermediary to the space elevator. Sufficiently lowtech in the EVE universe, but believable as a workhorse method of getting payload into orbit efficiently.

Edit : On second thoght .. hmm, infact there could be an interesting gameplay mechanic that one could design from the numerous methods of getting payload into orbit, from capital costs/max volume/time/operational costs etc perspective. So, I'll assume the devs already have this covered Wink

Dierdra Vaal
Caldari
Veto.
Veto Corp
Posted - 2010.03.11 08:35:00 - [178]
 

Edited by: Dierdra Vaal on 11/03/2010 10:28:17
Edited by: Dierdra Vaal on 11/03/2010 08:35:58
Eve University has compiled a short how-to of the current iteration of planetary interaction: http://www.youtube.com/watch?v=uQ06wdm8B_0

Keep in mind we were figuring it out as we were recording it, but it should give you a good idea of what its all about.

To CCP:
It looks good so far! Very nice to see you didnt go with the terrible 'lets put everything inside a GUI window' approach that has plagued Eve from day 1.

One usability suggestion: maybe let us drag links from one PIN to another instead of the current mechanic (select Create link, click on other PIN). It is currently a bit confusing to use.

BTW, what's up with the items 'Planetary Vehicles' and 'Gallente Planetary Vehicles'?

Maxsim Goratiev
Gallente
Imperial Tau Syndicate
POD-SQUAD
Posted - 2010.03.11 08:40:00 - [179]
 

Will there be an opportunity for stealing the good that are being traded between planets, and creating disruption for soemone else's economy in this way?

DockingManager Scotty
Posted - 2010.03.11 08:56:00 - [180]
 

Originally by: Maxsim Goratiev
Will there be an opportunity for stealing the good that are being traded between planets, and creating disruption for soemone else's economy in this way?
What it looks like so far is that they would have to come to the planet in an industrial or other hauler to collect the products and carry them to another planet, so you should be able to track them down and pirate them in all the usual ways. I don't think there will be any new magical way to transport goods between planets.


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