open All Channels
seplocked Features and Ideas Discussion
blankseplocked Assembly Line Management; a manufacturing queue
 
This thread is older than 90 days and has been locked due to inactivity.


 
Author Topic

Evelgrivion
Gunpoint Diplomacy
Posted - 2010.03.11 17:59:00 - [1]
 

Edited by: Evelgrivion on 11/03/2010 17:59:40
It's quite easy, if you do a lot of Tech 2 or Tech 3 manufacturing, to get all of your factory slots filled with different kinds of manufacturing jobs. These often finish up at different times, and I often find myself waiting for some jobs to finish over others. Rather than address this with an increased width of possible manufacturing jobs, lets have a skill that addresses the depth of manufacturing jobs.

Enter Assembly Line Management

Assembly Line Management (name subject to whatever change implementation warrants) allows you to set up X number per level of additional, different items to manufacture in one factory job. The manufacturing job is then delivered once all the chosen production items are completed.

Example

Player Joe wants to build 50,000 rounds of EMP L and 50,000 rounds of Phased Plasma L but he can only do one more manufacturing job at this time. Rather than start the EMP L blueprint production and then start Phased Plasma L blueprint production once it's finished, Joe decides to start them both in one job. The time for manufacturing is the same, but he won't have to pick up where the first job left off in 30 or so hours. Instead, he can just wait 60 hours for both jobs to be finished and deliver them at the same time.

Implementing this feature will make it much easier to do complex assembly jobs without scheduling your life around the production process while avoiding filling up even more of the ever diminishing number of station factory slots. What do you think? Cool

sg3s
Caldari
Deep Core Mining Inc.
Posted - 2010.03.11 19:13:00 - [2]
 

Sounds reasonable, basically you want to make 2 or maybe several more jobs a single job that takes as much time as the individual jobs combined.

Though I would limit the queue to be open only for smaller jobs so that in the end it can't take up a large chunks of build time...

I get that you would like this instead of a skill that just gives you more consecutive jobs that can be split over more assembly lines... but in the end the skill could still be used to do that if it is not limited in some other way than only not being able to split the extra jobs up...

Evelgrivion
Gunpoint Diplomacy
Posted - 2010.03.11 19:17:00 - [3]
 

Originally by: sg3s
Sounds reasonable, basically you want to make 2 or maybe several more jobs a single job that takes as much time as the individual jobs combined.

Though I would limit the queue to be open only for smaller jobs so that in the end it can't take up a large chunks of build time...

I get that you would like this instead of a skill that just gives you more consecutive jobs that can be split over more assembly lines... but in the end the skill could still be used to do that if it is not limited in some other way than only not being able to split the extra jobs up...


I think economic pressures involved in such an effort will manage to prevent it well enough itself. It's not cheap to fill a manufacturing slot for that much time and its a lot of ISK to have held over for 7 weeks while, at most, 11 manufacturing jobs on any one character wait for completion.

In my opinion, this skill doesn't inherently make it any easier or less expensive to keep manufacturing slots filled.

sg3s
Caldari
Deep Core Mining Inc.
Posted - 2010.03.11 19:27:00 - [4]
 

Well it won't be cheaper, but it will be easier... and maybe you're right, maybe people don't WANT to do that due to economic restraints... but I wouldn't count on it... though someone with more insight in this matter may be able to change my opinion on that.

Dantes Revenge
Caldari
Posted - 2010.03.11 19:27:00 - [5]
 

It should still have to count as two jobs or the limit on the number of jobs running would be overcome and make training of the relevant skills for that pointless. Otherwise, I agree that you should be able to have more than one job running, especially in a station that has a limited number of slots (POS in particular). It would means that, in a POS, you can run several jobs and still leave slots open for other users.

TBH, I'd like to see all stations have a limit on how many slots a single person can use. It would save these station bound research toons using every slot to do copy or ME research on BP's, leaving no available slots for anyone else. I'm sick of seeing 3 or 4 week waiting times on every station to do a 1 day ME research on my rig or ammo BP.

Evelgrivion
Gunpoint Diplomacy
Posted - 2010.03.11 19:38:00 - [6]
 

Originally by: Dantes Revenge
It should still have to count as two jobs or the limit on the number of jobs running would be overcome and make training of the relevant skills for that pointless. Otherwise, I agree that you should be able to have more than one job running, especially in a station that has a limited number of slots (POS in particular). It would means that, in a POS, you can run several jobs and still leave slots open for other users.

TBH, I'd like to see all stations have a limit on how many slots a single person can use. It would save these station bound research toons using every slot to do copy or ME research on BP's, leaving no available slots for anyone else. I'm sick of seeing 3 or 4 week waiting times on every station to do a 1 day ME research on my rig or ammo BP.



If it still counted as two or more jobs, it would accomplish absolutely nothing and the skill might as well not exist. No additional factory slots are being occupied as proposed, and the limitation you're asking for already exists in the core manufacturing mechanics. You start with the ability to run one manufacturing slot in the universe, and gain more with skill training.

Red Raider
Caldari
Caldari Provisions
Posted - 2010.03.11 20:01:00 - [7]
 

Sorry but I have to say no.

Wouldn't a que just like the skill que has be a simpler solution that keeps manufacturing from becoming a passive income source but allows you to work it into your schedule? With your method, why not just dial up 30 days worth of stuff and go run missions for 29 uninterrupted? Science and Industry shouldn't be passive sub professions and what you are suggesting will do just that IMHO.

Pirc Balar
Minmatar
Freedom Research Front
Posted - 2010.03.11 20:10:00 - [8]
 

Although I can see the need, I'm not sure the skill is necessary. If you set up jobs based on manufacture time rather than your material needs you can determine ahead of time when things will be done.

For example, you might have some t2 components, ships, R.A.M. or other items you want to make. Determine which item will take the longest to produce. Set up the jobs of all other items to take a similar amount of time.

You will end up with more than you need of some items, but generally I find that this works out fine (the parts / ships will be used sold eventually). I find this approach works best with t2 components, so it may not serve your situation.

Planatar
Posted - 2010.03.11 22:21:00 - [9]
 

Learn to Gantt chart.

Red Raider
Caldari
Caldari Provisions
Posted - 2010.03.11 22:40:00 - [10]
 

Originally by: Planatar
Learn to Gantt chart.


We now have Excel in space, we are getting Outlook in space, why not MS Project in space? LOL

Evelgrivion
Gunpoint Diplomacy
Posted - 2010.03.12 03:40:00 - [11]
 

Edited by: Evelgrivion on 12/03/2010 03:40:51
Originally by: Red Raider
Sorry but I have to say no.

Wouldn't a que just like the skill que has be a simpler solution that keeps manufacturing from becoming a passive income source but allows you to work it into your schedule? With your method, why not just dial up 30 days worth of stuff and go run missions for 29 uninterrupted? Science and Industry shouldn't be passive sub professions and what you are suggesting will do just that IMHO.


With that logic you might as well argue that people shouldn't be allowed to make 90 day buy orders to sell once their quota is met as passive ISK generation. They're fundamentally the same thing; setting aside money to wait until what you've put your money up for is ready/acquired. If someone's got the patience and capital to set themselves up for 29 days of manufacturing on any one assembly line, more power to them.

To make the goal as clear as possible, here's an example in chart form.

Example One

Example Two

The end result is that you save yourself some manufacturing slots, reduce the number of clicks involved in setting up your manufacturing jobs, you avoid having to use Gantt charts to complete your industrial jobs at the same time, and make it easier to set up jobs without scheduling your life around the game. Still, if setting up a 30 day queue still seems too powerful, it could be limited to 10 days or other number.

Kazuo Ishiguro
House of Marbles
Posted - 2010.03.12 10:14:00 - [12]
 

Originally by: Red Raider
Originally by: Planatar
Learn to Gantt chart.


We now have Excel in space, we are getting Outlook in space, why not MS Project in space? LOL


Sir! As a eve-based logistical specialist I feel insulted by the tone of your post!

Dantes Revenge
Caldari
Posted - 2010.03.12 11:28:00 - [13]
 

Originally by: Red Raider
Originally by: Planatar
Learn to Gantt chart.


We now have Excel in space, we are getting Outlook in space, why not MS Project in space? LOL

We've had Excel in space since the game started. Any intelligent person also pops in Access to it as well as a lookup table. Even PVP has become more like a science project than a game of pew pew.

If it gets any worse, Eve Online will soon become Eve Office Online.


 

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only