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Camios
Minmatar
Sebiestor Tribe
Posted - 2010.10.18 11:25:00 - [1]
 

Edited by: Camios on 18/10/2010 11:35:42
As you can see the extraction mechanic in PI has changed, and you are free to move your extraction heads for no cost in a quite big radius around the ECU.

There is a limit to the distance at which you can put your extraction heads from the ECUs, but it's very large. On a big gas planet I can save 2500PG for every extraction head with this mechanic, because an ECU has a max distance of around 15000 km, and links between ECUs and extraction heads don't waste PG/CPU.

This actually means that we no longer need to take into consideration the length of lines, we don't need anymore to place carefully our PINs to reduce the waste of PG and CPU due to links and link upgrades.
In my opinion, it would be better if the PG and CPU requirement for every ECU does depend on the distance between the ECU and its heads, because we would keep the best feature of PI right now, that is a challenging routing system.


Chruker
Posted - 2010.10.18 11:51:00 - [2]
 

The quantity of extraction heads do influence the ECU's CPU and PG need.

But yes the lines no longer require CPU or PG.

Camios
Minmatar
Sebiestor Tribe
Posted - 2010.10.18 11:59:00 - [3]
 

Originally by: Chruker
The quantity of extraction heads do influence the ECU's CPU and PG need.

But yes the lines no longer require CPU or PG.



Yes, I know. I repeat, this makes setting up your colony less challenging. You need to think less than before, we're loosing something in the depth of the game.

Draco Argen
Posted - 2010.10.18 14:46:00 - [4]
 

I have to agree with the OP.
It would be fine if Extractor links cost less than normal links, which gives a bit or a range boost, but there should be a penalty for stretching extractors over great ranges.

It may have felt like a pain at the time, but juggling extractors distance vs their yield to get a balance of number vs location was actually quite satisfying. Squeezing out those 8 points of power to enable me to get an extra extractor or processor.

Crazy KSK
Posted - 2010.10.18 17:05:00 - [5]
 

agreed

Tippia
Caldari
Sunshine and Lollipops
Posted - 2010.10.18 18:13:00 - [6]
 

…and speaking of routes, I sure hope that the new requirement to (re)route your materials every time you restart an ECU is a bug and that it will be fixed before release. Neutral

Monte Shill
Posted - 2010.10.18 19:25:00 - [7]
 

Originally by: Camios
Yes, I know. I repeat, this makes setting up your colony less challenging. You need to think less than before, we're loosing something in the depth of the game.

FFS, pull your head out of the sand. How challenging is this: Set up colony, squeeze as much PG/CPU you need, click submit, and DONE! Once the extractors are set and the processors are running, where is the challenge once you reset them every day and export the product. Yes, a whole lot thinking done once you over come the challenge. Might take a couple of days to balance out to be perfect, but there is nothing else to do. Sounds like you can now have incredibly long links between your reactors, storage, processor, back to storage while having a much larger radius to extract and you don't need to blob those two perfect hotspots for different resources on a plasma planet to make a product like Enriched Uranium. You can spread out over the entire planet! I gave up trying to get on test server (tired of the failing corrupted file patch that doesn't fix itself and loops over), but it seems like CCP is giving you the option to expand yourself, you already said you could save a good chunk of PG on a gas planet that already eats up more PG/CPU then smaller planets where you can get more buildings set up then the larger planets.

Cresalle
Posted - 2010.10.19 01:22:00 - [8]
 

Agree with OP.

Camios
Minmatar
Sebiestor Tribe
Posted - 2010.10.19 11:21:00 - [9]
 

Originally by: Monte Shill
Originally by: Camios
Yes, I know. I repeat, this makes setting up your colony less challenging. You need to think less than before, we're loosing something in the depth of the game.

FFS, pull your head out of the sand. How challenging is this: Set up colony, squeeze as much PG/CPU you need, click submit, and DONE! Once the extractors are set and the processors are running, where is the challenge once you reset them every day and export the product. Yes, a whole lot thinking done once you over come the challenge. Might take a couple of days to balance out to be perfect, but there is nothing else to do. Sounds like you can now have incredibly long links between your reactors, storage, processor, back to storage while having a much larger radius to extract and you don't need to blob those two perfect hotspots for different resources on a plasma planet to make a product like Enriched Uranium. You can spread out over the entire planet! I gave up trying to get on test server (tired of the failing corrupted file patch that doesn't fix itself and loops over), but it seems like CCP is giving you the option to expand yourself, you already said you could save a good chunk of PG on a gas planet that already eats up more PG/CPU than smaller planets where you can get more buildings set up than the larger planets.


I'll tell you my point of view in another way. PI is dumbed down. I don't want free PG and CPU if it means making the game more stupid.



About Mesale
Posted - 2010.10.19 11:59:00 - [10]
 

You're implying there was depth in PI.

There is not. Therefore, it can not lose any depth - it already is at the rock bottom of game design.

Lirinas
Posted - 2010.10.19 12:26:00 - [11]
 

Originally by: About Mesale
You're implying there was depth in PI.

There is not. Therefore, it can not lose any depth - it already is at the rock bottom of game design.


I'll agree to that!

Lorelei Lee
Posted - 2010.10.19 14:08:00 - [12]
 

I agree with OP.
There was depth in PI, if you looked for it. It was a tinkerer's toy. Being five years old, income from PI is barely noticeable to me, but I still spent countless hours perfecting my processing scheme and enjoyed the process immensely.

Camios
Minmatar
Sebiestor Tribe
Posted - 2010.10.20 11:33:00 - [13]
 

Originally by: Lirinas
Originally by: About Mesale
You're implying there was depth in PI.

There is not. Therefore, it can not lose any depth - it already is at the rock bottom of game design.


I'll agree to that!


2 trolls at the price of one. For humans out there: setting up your infrastructure maximizing extraction (and money) output trying to save that bit of powergrid to get some other extractors is quite a challenge. If you did not experience these difficulties, it means that your colony is probably not efficient.

Tiralys
Posted - 2011.01.18 17:44:00 - [14]
 

Edited by: Tiralys on 18/01/2011 17:59:30

Tiralys
Posted - 2011.01.18 17:59:00 - [15]
 

If my routes from the ecu to the spaceport are all overloaded, and i need multiple ecus , how is this helping me? Am i missing something?

Matthew
Caldari
BloodStar Technologies
Posted - 2011.01.18 18:00:00 - [16]
 

Originally by: Tiralys
If my routes from the ecu to the spaceport are all overloaded, and i need multiple ecus , how is this helping me? Am i missing something?


Have you tried upgrading the link?

Rakshasa Taisab
Caldari
Sane Industries Inc.
Posted - 2011.01.18 18:28:00 - [17]
 

Originally by: Matthew
Have you tried upgrading the link?

Shhh.... I got a lot of stock that depends on rising prices while people **** around trying to figure things out.

Headerman
Minmatar
Quovis
Shadow of xXDEATHXx
Posted - 2011.01.19 06:20:00 - [18]
 

I wish i knew more about PI... but it sounds like it may be a good time to step into it.

I might hazard a guess though to the OP, do you mean it would be better if for eg, every 100km in expanding radius from the center of your operations, an extractor has to use an extra x% of power and y% of CPU, increasing linearly out to 1500 km?

So, at under 100km for eg, there is no extra CPU/grid hit, but out to 1500km, there would be a 30% hit to power and cpu?


 

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