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blankseplocked Some suggestions for improving Planetary Interaction
 
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Mitchell Hagen
Posted - 2010.06.19 06:26:00 - [1]
 

Edited by: Mitchell Hagen on 19/06/2010 06:26:58
After playing with planetary interaction a bit, here are some ideas I have that may improve it.

  • Upgrade command centers. Mentioned by others, just adding my vote of support here.

  • If extractors or processors have no outgoing route for their products, this needs to be indicated on the overview with some graphic that shows this.

  • Indicate anything else that's erroneous with the setup on the overview so we can avoid a clickfest when checking everything.

  • Allow installations to be traded to other players via contracts. The player accepting the contract must have the ability to run that installation (a free slot, sufficient skill for the Command Center and no existing installation on that planet). This would allow players to get something for an unwanted installation rather than just blowing it all up and getting nothing.

  • Add the ability to move resources out of processors. This is needed if you wish to decommission a processor and do not wish to waste the unprocessed resources that it contains.

  • If a facility is the destination of multiple routes, and a new route is needed, it should be possible to reroute all the routes at once. Click on a "reroute" button, select the incoming routes to be rerouted, click on the new destination and press OK.

  • If a link is being decommissioned, it should be possible to reroute all routes going through that link if the new alternative path is available.

  • The inability to route from launchpad to storage or vice versa is an unnecessary restriction that should be removed. It should be possible to route imported goods from a launchpad to storage without needing to use up an expedited transfer. (This restriction is probably intended to prevent routing loops. This can be implemented better such as by retaining the restriction for storage to storage routing and only allowing a commodity to be routed to a launchpad or from it but not in both directions at once.)

Dillon Arklight
Aliastra
Posted - 2010.06.19 18:45:00 - [2]
 

  • Allow multiple extractors to be selected simultaneously so that they can all be restarted at the same time. The survey results could show the total extraction amount for all extractors selected.

Ikserak tai
Posted - 2010.06.19 19:30:00 - [3]
 

Originally by: Dillon Arklight
  • Allow multiple extractors to be selected simultaneously so that they can all be restarted at the same time. The survey results could show the total extraction amount for all extractors selected.



^^^^^^THIS!^^^^^

Should be the highest priority upgrade in PI as a whole. 5 planets > roughly 54 extractors > 4 clicks to set each extractor = 216 clicks!??!!

Naga Tokiba
Posted - 2010.06.19 20:53:00 - [4]
 

  • In Science & industry window, show whats beeing produced on planet

Epiphany Genesis
Posted - 2010.06.20 02:08:00 - [5]
 

A 8-12 hour cycle time choice, or a slider bar to adjust cycle time/extract rate rather than limiting to just the four choices.

Breaker77
Gallente
Reclamation Industries
Posted - 2010.06.20 02:16:00 - [6]
 

Originally by: Ikserak tai
Originally by: Dillon Arklight
  • Allow multiple extractors to be selected simultaneously so that they can all be restarted at the same time. The survey results could show the total extraction amount for all extractors selected.



^^^^^^THIS!^^^^^

Should be the highest priority upgrade in PI as a whole. 5 planets > roughly 54 extractors > 4 clicks to set each extractor = 216 clicks!??!!


You have never done invention on any scale have you Laughing

Though I do support this idea.

Vilmua
Kador Innovations
Posted - 2010.06.20 05:26:00 - [7]
 

Originally by: Dillon Arklight
  • Allow multiple extractors to be selected simultaneously so that they can all be restarted at the same time. The survey results could show the total extraction amount for all extractors selected.



Please, make this a TOP priority! My wrist will thank you! Seriously, 250 mouse clics per day make the PI not fun at all!

Flor deMaria
Posted - 2010.06.20 05:40:00 - [8]
 

Let us attach notes/comments to a structure or colony.

For example, I may want to leave myself a note to replace one extractor with a different material extractor in a couple of days.

Lapsed
Which Was Nice
Posted - 2010.06.20 05:48:00 - [9]
 

Hell yeah!

Supported on all counts - especially on the multiple harvester restart. My poor mouse is now making distressed noises since I started playing with PI...

Davlin Lotz
Wild Cat Industries
Posted - 2010.06.20 11:16:00 - [10]
 

Originally by: Dillon Arklight
  • Allow multiple extractors to be selected simultaneously so that they can all be restarted at the same time. The survey results could show the total extraction amount for all extractors selected.



Can not stress how annoying this is. It is the biggest barrier to me expanding the number of planets I have structures on.

My input
When you have clicked on a structure and have clicked on say Products to see if something has been routed if you then click on a structure of the same type you should retain that "view" (e.g. with the Products information expanded).

Butterless Toast
Posted - 2010.06.20 17:58:00 - [11]
 

Originally by: Dillon Arklight
  • Allow multiple extractors to be selected simultaneously so that they can all be restarted at the same time. The survey results could show the total extraction amount for all extractors selected.



This feature is so obviously needed, I am thoroughly amazed PI was released without it. I'm trying like hell to not go insane with all the clicking, but without this change, my PI experience (which, aside from the clickfest, I quite enjoy) will be very short-lived.

cyndrogen
Posted - 2010.06.20 18:50:00 - [12]
 

Edited by: cyndrogen on 20/06/2010 18:52:36
Edited by: cyndrogen on 20/06/2010 18:51:08
1. The COMMAND center is where the survey and cycle times should be set ONCE.

2. The extractors would work the same as strip miners you CLICK on the icon to start the CYCLE.

if you want to CHANGE the cycle times or STOP extracting you CLICK once on the extractor to stop it, then you switch the cycle times via command center.

the command center is a useless structure right now.

And please FOR THE LOVE OF GOD stop the PI clicky fest! Seriously my hand is starting to hurt.

TheGermanBismarck
Posted - 2010.06.20 21:58:00 - [13]
 

And the graphics of PI is so primitive. I could have made myself a visual basic game with better graphics than this. I expected a lot more graphics wise, give us some “Dawn Of War” kind of graphics. And we are making way to little isk with PI. Make it more attractive and you might just not lose any players to something stupid like “Jumpgate Evolution” the competition is growing, it’s time to pull up your socks.

onyu
Posted - 2010.06.21 13:26:00 - [14]
 

Originally by: Mitchell Hagen
Upgrade command centers

Definitely, why else would the skill be called "Command Center UPGRADES"



Originally by: Mitchell Hagen
  • If extractors or processors have no outgoing route for their products, this needs to be indicated on the overview with some graphic that shows this.


  • They actually do already.

    All you have to do is mouse over an extractor and it will show you where its routed to, if anywhere.

    Or you can mouse over your storage unit, to highlight every extractor that is routed to it, including all relevant links lighting up, even indicating the direction of the flow.

    Same thing for the comings and goings of processors, including indication of bidirectional links, if you store resource and product for/from a processor in the same storage unit.



    Originally by: Mitchell Hagen
  • Indicate anything else that's erroneous with the setup on the overview so we can avoid a clickfest when checking everything.


  • That would drop prices too much by making it too easy.



    Originally by: Mitchell Hagen
  • Allow installations to be traded to other players via contracts. The player accepting the contract must have the ability to run that installation (a free slot, sufficient skill for the Command Center and no existing installation on that planet). This would allow players to get something for an unwanted installation rather than just blowing it all up and getting nothing.


  • Ugh, idk setting it up is too much fun to buy it from someone else. And if I move my production line, do I really want someone else to have it to compete with me later?



    Originally by: Mitchell Hagen
  • Add the ability to move resources out of processors. This is needed if you wish to decommission a processor and do not wish to waste the unprocessed resources that it contains.


  • /agree... you should also be able to just pause a processor for a while, without having to cut its linkage or decommission it.



    Originally by: Mitchell Hagen
  • If a facility is the destination of multiple routes, and a new route is needed, it should be possible to reroute all the routes at once. Click on a "reroute" button, select the incoming routes to be rerouted, click on the new destination and press OK.


  • I like this too, but would much rather have dev time go into letting us survey and set extraction cycles for groups of extractors, cause that's something we have to do every day. Inconvenience in re-routing stuff is only an occasional annoyance.



    Originally by: Mitchell Hagen
  • If a link is being decommissioned, it should be possible to reroute all routes going through that link if the new alternative path is available.


  • This actually works already: just decommission your old link, but don't hit submit until you've created the new links. Voila: your routes are still in place, using the new links.



    Originally by: Mitchell Hagen
  • The inability to route from launchpad to storage or vice versa is an unnecessary restriction that should be removed.


  • All the currently legal routes have a specific quantity going on triggers, like processor out of resources or extractor completed cycle. Creating a route from storage to launch pad would simply send everything in the storage at once. If you have a slow trickle of Nano-Factories come in, it would work fine, but if you had 100 superconductors in your storage and then created a route, it would overload the link and loose 80 of your 100 superconductors or some such.

    Also, you could just set only the P3 fab output to launchpad and everything else to whatever other storage you're using for intermediates.


    LonTas 5
    Minmatar
    Posted - 2010.06.21 17:19:00 - [15]
     

    You know whats really sad about PI?
    12 days after it was introduced there's already threads on how to fix it.
    Crying or Very sad sadness.
    Way to fail, PI.

    I like these ideas. w0OT!

    onyu
    Posted - 2010.06.22 01:29:00 - [16]
     

    Originally by: TheGermanBismarck
    And the graphics of PI is so primitive. I could have made myself a visual basic game with better graphics than this. I expected a lot more graphics wise, give us some “Dawn Of War” kind of graphics. And we are making way to little isk with PI. Make it more attractive and you might just not lose any players to something stupid like “Jumpgate Evolution” the competition is growing, it’s time to pull up your socks.


    what's stupid about Jumpgate Evolution? or Black Prophesy?

    Truth is, I wouldn't look around if I could actually fly my ships in eve, but since I can't, I've kept looking for other things since EVE started. Just nothing has been released yet.

    MMORPG's are nice, what with all those thousands of people in them, but you seem to always be stuck with dice rolls deciding if you hit something or not. <cringe>

    Mitchell Hagen
    Posted - 2010.06.22 12:20:00 - [17]
     

    Edited by: Mitchell Hagen on 22/06/2010 12:23:19
    Firstly, thank you to onyu for taking the time to comment in depth on my suggestions. I will discuss a few points that you raised.
    Originally by: onyu
    Originally by: Mitchell Hagen
    Upgrade command centers

    Definitely, why else would the skill be called "Command Center UPGRADES"

    Actually, the linked thread discusses being able to upgrade the command centers on a planet with a better one without destroying the colony, such as swapping a Standard CC for an Advanced CC. This would be a popular feature if it was introduced. The skill allows you to use better CCs, but it does not affect existing ones.

    Originally by: onyu
    Originally by: Mitchell Hagen
  • If extractors or processors have no outgoing route for their products, this needs to be indicated on the overview with some graphic that shows this.


  • They actually do already.

    All you have to do is mouse over an extractor and it will show you where its routed to, if anywhere.

    Or you can mouse over your storage unit, to highlight every extractor that is routed to it, including all relevant links lighting up, even indicating the direction of the flow.

    Same thing for the comings and goings of processors, including indication of bidirectional links, if you store resource and product for/from a processor in the same storage unit.

    You're right. I have since discovered this for myself. Put that down to a lack of familiarity with the PI user interface. We all have to learn the intricacies of this new feature, I guess.

    However, a small problem here is that you need to mouseover to see this. The UI also shows the routes as little marching ants on the links if a facility has its products routed. A shortcoming of this is if you have a setup like this:

    E1===E2===S

    where E1 and E2 are extractors and S is some kind of storage; exactly what it is is not important for this example.

    Extractor E1 routes to storage S. You see marching ants going from E1 to S. But you cannot really tell if the output of E2 is routed anywhere just by looking (unless there is something I've missed). What is needed for unrouted products is some small change, such as making the outer ring of the facility blink if its products are not routed.

    Originally by: onyu
    Originally by: Mitchell Hagen
  • Indicate anything else that's erroneous with the setup on the overview so we can avoid a clickfest when checking everything.


  • That would drop prices too much by making it too easy.

    My study of PI has shown that the erroneous setups are actually indicated for the most part. For example, a processor without a schematic indicates this by not lighting up the ring that surrounds it.

    Originally by: onyu
    Originally by: Mitchell Hagen
  • Add the ability to move resources out of processors. This is needed if you wish to decommission a processor and do not wish to waste the unprocessed resources that it contains.


  • /agree... you should also be able to just pause a processor for a while, without having to cut its linkage or decommission it.

    I have found by experimentation that stopping the routes to the processors and using expedited transfers to fill the production quotas can work well as a preparation for decommissioning. But I still want to just move the stuff out.

    Scout Ops
    Red Federation
    Posted - 2010.06.22 14:07:00 - [18]
     

    Edited by: Scout Ops on 22/06/2010 14:08:15
    Originally by: Dillon Arklight
    • Allow multiple extractors to be selected simultaneously so that they can all be restarted at the same time. The survey results could show the total extraction amount for all extractors selected.



    QFAT

    Quoted For Absolute Truth


    Seriously, I abandoned my PI planets because of this nightmare.

    onyu
    Posted - 2010.06.22 14:35:00 - [19]
     

    Originally by: Mitchell Hagen
    However, a small problem here is that you need to mouseover to see this. The UI also shows the routes as little marching ants on the links if a facility has its products routed. A shortcoming of this is if you have a setup like this:

    E1===E2===S

    where E1 and E2 are extractors and S is some kind of storage; exactly what it is is not important for this example.

    Extractor E1 routes to storage S. You see marching ants going from E1 to S. But you cannot really tell if the output of E2 is routed anywhere just by looking (unless there is something I've missed).


    There's 2 ways to do this in your example:

    one is, to mouse over E1 to check its routing, then mouse over E2 to check if it has routing as well. (you will only see the marching ants from E2 to S then)

    the simpler way is, to only mouse over S, and all extractors routed to S will show a highlight ring around them, in addition to marching ants from all of them, showing the path each is taking.



    Originally by: Scout Ops
    Originally by: Dillon Arklight
    • Allow multiple extractors to be selected simultaneously so that they can all be restarted at the same time. The survey results could show the total extraction amount for all extractors selected.



    Quoted For Absolute Truth

    Seriously, I abandoned my PI planets because of this nightmare.


    With all the good suggestions for PI on these forums, that's definitely number one, if CCP never does anything else, lets reduce the ridiculous click fest, its just an invitation to a ton of players to look for macro tools that otherwise would have never thought of using macros.


    second, fix the horrible setup with the collision box for the planetary customs object being larger than its graphic! And make the access/warpin boundary bigger, its so annoying to bounce or be stuck on the thing when trying to warp away.

    I literally bounce every time and get stuck on warpout every other time.

    Remember how you fixed the deadspace warp gates and finally stations??

    BLACK D0G
    First Flying Wing Inc
    Posted - 2010.06.23 08:31:00 - [20]
     

    already replied to a few of these. will keep going til either PI finishes eve due to everyone having RSI or fixes are implemented!

    1. "ALL" function for almost everything: route, survey, install and etc.
    2. next to "view planet" on S&I window should be "access customs office"
    3. fix warp ins to customs.

    Sergeant Irol
    Posted - 2010.06.26 19:18:00 - [21]
     

    Quote:
    •Upgrade command centers. Mentioned by others, just adding my vote of support here.


    a bit late to reply but better late than never.

    I have elite command centers now but it's very difficult to set up a P4 chain on one planet.
    The extractors and processors consume vast amounts of power...
    Maybe I can tweak a bit and set up three P4 chains but thats the absolute maximum I can get.

    apart from a new skill upgrade command centers (for example +5% power/cpu output per level) it would be nice to see also skillbooks with -5% power/cpu need per level for each other building (again as an example).
    Add all and you can deploy 50% more on planets.


    Mu'n Hurricane
    Minmatar
    Federal Defence Union
    Posted - 2010.06.26 21:03:00 - [22]
     

    Originally by: Dillon Arklight
    • Allow multiple extractors to be selected simultaneously so that they can all be restarted at the same time. The survey results could show the total extraction amount for all extractors selected.



    This. Integrate extractors management.

    Clocky
    Posted - 2010.06.27 07:07:00 - [23]
     

    Gonna have to agree with the whole clicking thing Eve seems to have. I know most work done on a PC can give what in the UK we call RSI (Repetative Strain Injury) You can get it without even thinking about it. I would normaly think people know when they have been at it to long and take a break but I also know some people who dont know when to stop. Its not just PI though nearly everything in Eve requires so much clicking to get done.
    For example a mission like AE4 has Im guessing upwards of 200 clicks from start to finnish.

    I know its not just eve.


    The Racketeer
    Posted - 2010.06.27 08:11:00 - [24]
     

    Edited by: The Racketeer on 27/06/2010 08:25:11

    I do 2 to 3 5-hour cycles a day across 4 toons with 5 CC's each. even with access to a full set of null sec planets with higher yield, the time spent managing planets is not worth the profit made. 8 hours in a week for 12m in product (20 advanced command centers building p2 parts and exporting them to a p3 manufacturing planet to build into robotics)... PI needs to be less time consuming. its gonna take me how long at that rate to recover the 20 command centers and how much more to cover the building of the instillations? oh and that does not include the export/import fees.

    on another subject... If you have ever retooled your planet or changed the extractor locations around you have the same probem i do.. you click the planet and the view jumps to the command center and then you have to play hunt for the instillation.

    • Option to move command centers with out destroying it since it is the focus when you view the planet.


    Some planets with bright colored surfaces like gas and barren make it hard to read the info pages including the extractor survey.

    • Change color background on windows for readability.

    Kyra Felann
    Gallente
    The Scope
    Posted - 2010.06.27 08:27:00 - [25]
     

    Edited by: Kyra Felann on 27/06/2010 08:37:16
    In the science and industry window, a column for "idle extractors" and "idle processors", or just "idle facilities". That way, you could tell at a glance which planets need attention.

    The ability to add a depletion time directly to the in-game calendar. This would also be awesome for anything involving a timer--invention, manufacturing, research, etc.

    Originally by: TheGermanBismarck
    And the graphics of PI is so primitive. I could have made myself a visual basic game with better graphics than this. I expected a lot more graphics wise, give us some “Dawn Of War” kind of graphics.


    Go away.

    Do you really think you'd be able to see individual buildings, roads, trucks, trees, rocks, blades of grass, and little people from low orbit? Really?

    In Dawn of War, the camera is about 20 feet off the ground and you're controlling 10 guys, not setting up a logistical network over hundreds or thousands of kilometers. Even if you zoom in all the way, even the shortest links I've seen are about 50km in length. Making PI look like Dawn of War makes as much sense as making it look like Crysis--ie: none.

    Jekyl Eraser
    Posted - 2010.06.27 11:00:00 - [26]
     

    Edited by: Jekyl Eraser on 27/06/2010 10:59:54
    I'd like to see a list of total materials produced and used. You'd then see immediately if you have too much surplus of P0 or if your factories are working way too low capacity. or when your cargoholds will be full.

    Example: (all amounts / hour)
    P0-4, material, amount(production, usage)
    P0, Aqueous Liquids, +1000(+7000, -6000)
    P1, Water, +0(+20, -20)
    P0, Ionic Solutions, -1000(+5000, -6000)
    P1, Electrolytes, -4(+16, -20)
    P2, Coolant, +2.5(+2.5, -0)

    Storage capacity 10000m3
    Aqueous Liquids +1000 / hour
    Coolant +2.5 / hour
    Storage fills in x days x hours


    You would immediately see you have too many Aquenous Liquids extractors(or too few basic factories producing water from it) and that your storage needs emptying every x days. Also you could afford to extract more Ionic Solutions.

    Angelissa
    Posted - 2010.06.27 11:08:00 - [27]
     

    excellent suggestions, i've had a problem with a route that i forgot to link, and wasted so much materials ><

    but multi selection of extractors is definitely the way.


     

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