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Rhoulaki
Posted - 2010.05.05 23:50:00 - [301]
 

Edited by: Rhoulaki on 05/05/2010 23:51:20
Originally by: Liorah
Originally by: Driven Marcelli
ok lets review

0.0 you dont have to worry about wardecs(I know sounds crazy but its true)

Any outfit with any persistant clame of 0.0 tends to have the other resources you need to help out on whatever project your running just a Voip beep away at most

you dont have to get moongoo off the market

you dont have to go Wspace diveing for minerals unless you realy screwed up. Wspace in 0.0 is for T3

From everything that I've heard in my two months or so of playing, Nullsec is MUCH easier and MUCH safer than anywhere else in the game for the average Nullsec dweller. I've yet to hear reasons why this is not the case in anything I've read or from anyone I've talked to, except when there is war .. which is what many people out in Nullsec seem to be looking for anyway. This is for Sovereign space. NPC space seems more like Lowsec without the safety nets.

It DOES sound like, however, that Nullsec is annoying for the small handful of people who have to organize everything. And you know what? That's why not everyone is cut out to be a massive alliance leader, or why not everyone even wants to do that.

Large Nullsec alliances have MANY benefits that no one else has.
Large Nullsec alliances have drawbacks that no one else has.
You can't have your cake and eat it too.

[cynical mode]
So, in reality, PI is little more than a way for Nullsec alliances to avoid having to leave their safety bubble and "struggle" through Empire space?
[/cynical mode]



2/10 troll, almost had me till the last bit.

Oh and page 11 snipah Cool

Tierius Fro
Posted - 2010.05.06 03:07:00 - [302]
 

THE PLANETS ARE DIFFERENT!!

I have been on the test server, checking out what I can build in different systems. I noticed the planet types within a system are different on Singularity verses Tranquility. Did I miss something?

When Tyrannis comes out, is the distribution of planet types going to be changed from what they are now? Perhaps to provide better balance?

What do I plan for? The planet types found on Tranquility? On Singularity? Or third thing here.

Salani
Gallente
Posted - 2010.05.06 11:45:00 - [303]
 

Originally by: CCP Soundwave
Originally by: Dmitri Harkonnen
Edited by: Dmitri Harkonnen on 27/04/2010 05:27:25
One question I can't find answer on: what happens with the ship that is "scanning" the planet? Does it become invulnerable or can it still be attacked?


Can be attacked Cool


Does that mean that you will have to enter and leave the planetary interaction screen ever few moments to check on hostile ships in local? That would be rather a hassle everywhere (also high sec if you are war-decked)

Egoblast
Caldari
Icarus' Wings
Z.E.R.G
Posted - 2010.05.06 14:50:00 - [304]
 

Originally by: Tierius Fro
THE PLANETS ARE DIFFERENT!!

I have been on the test server, checking out what I can build in different systems. I noticed the planet types within a system are different on Singularity verses Tranquility. Did I miss something?

When Tyrannis comes out, is the distribution of planet types going to be changed from what they are now? Perhaps to provide better balance?

What do I plan for? The planet types found on Tranquility? On Singularity? Or third thing here.


lol, there supposed to be different, that way sneaky people cant advance plan invasions of space "knowing" what r64 moons / planets are available in any one system,

Tierius Fro
Posted - 2010.05.06 16:06:00 - [305]
 

From what I understand, they remove all POS's, and every moon has every mineral for the test server.

Planet differences would seem to be due to this expansion.


Grace Malley
Posted - 2010.05.07 08:58:00 - [306]
 

Originally by: Egoblast
Originally by: Tierius Fro
THE PLANETS ARE DIFFERENT!!

I have been on the test server, checking out what I can build in different systems. I noticed the planet types within a system are different on Singularity verses Tranquility. Did I miss something?

When Tyrannis comes out, is the distribution of planet types going to be changed from what they are now? Perhaps to provide better balance?

What do I plan for? The planet types found on Tranquility? On Singularity? Or third thing here.


lol, there supposed to be different, that way sneaky people cant advance plan invasions of space "knowing" what r64 moons / planets are available in any one system,


Yeah.. you would need to do that... or!! you could just fit a cloak maybe? ;)

Tensarra
Posted - 2010.05.07 22:37:00 - [307]
 

Originally by: CCP Soundwave
Originally by: Hirana Yoshida
Originally by: CCP Soundwave
Life in 0.0 has a much higher strain in terms of logistics, infrastructure and just general hassle compared to life potentially next to empire space with NPC owned stations.

So you are basing it on theory-crafting?

Developed null-sec space can have more amenities than even high-sec and between bridges, freighters + other capitals and local manufacture logistics is a non issue for most areas.
Only space being actively fought over or having been recently conquered (ie. fail-space) breaks this mold. Sure markets don't have all the crap available in Empire, but they have what you need at all times (provided it is not fail-space).

So yes, null-sec has the potential to be more of a hassle but rarely in in reality.
Low-sec on the other hand is starved. Prices are 2-3 times high/null-sec due to risk involved and population has remained at the same low pathetic level since forever.
Scaling PI so that low-sec is nearly as good or equal to null-sec would encourage corporations and alliances to stake their claims to the benefit of all.


I think we're just going to have to disagree on the hassle involved in living in 0.0.

I agree with you, Soundwave. Having lived in *ahem* "fail-space" myself, I remember it being the greatest rewards, and consequences, as far as any aspect in Eve is concerned. For example, the only place to find Mercoxit is in 0.0. Then there's the fact that a few days after Dominion, there was a battle at ONE POS with a loss of about 1,200 ships... So, completely "fail-space", for sure... YARRRR!!

Tensarra
Posted - 2010.05.07 22:45:00 - [308]
 

Originally by: Grace Malley
Originally by: Egoblast
Originally by: Tierius Fro
THE PLANETS ARE DIFFERENT!!

I have been on the test server, checking out what I can build in different systems. I noticed the planet types within a system are different on Singularity verses Tranquility. Did I miss something?

When Tyrannis comes out, is the distribution of planet types going to be changed from what they are now? Perhaps to provide better balance?

What do I plan for? The planet types found on Tranquility? On Singularity? Or third thing here.


lol, there supposed to be different, that way sneaky people cant advance plan invasions of space "knowing" what r64 moons / planets are available in any one system,


Yeah.. you would need to do that... or!! you could just fit a cloak maybe? ;)

I hope so... I hate clone jumping to save my implants. Cool

Keen Linden
Special Service
Posted - 2010.05.09 14:21:00 - [309]
 

So it's less than week out from this expansion. I've read the "cute" blog and all the posts here. I see a lot of smart players and few details from CCP's pimply faced teens. Is this going to be another "feature" that the CCP players and their friends have all the details about while the rest of the community are left to guess at until the patch finishes installing? I'm thinking of the Oklahoma land run of 1889, and the CCP players seem to be setting themselves up as the "sooners".

Why do I think that? I see a lot of hand waving by CCP again and no real details. Meanwhile I read many insightful comments from the players here (on all sides of the issue). Where are CCP's insights? That drawing at the beginning of the dev blog? The wiki that CCP hyped and then discarded, Evelopedia, has nothing to say about planetary interaction. You can bet if there are any future benefits to planetary interaction those hidden CCP player accounts and their MSN friends are going to wrap them up on day 1 while everyone else will be left guessing.

Edith Bunker
Posted - 2010.05.10 14:21:00 - [310]
 

I have two questions, apologies if they have already been posted in this thread.

How much ISK will you need set set up a basic operation to produce one item?
(whats the starter cost)

Do you need to be in a non NPC corporation to set one up?

Tierius Fro
Posted - 2010.05.10 14:25:00 - [311]
 

Originally by: Keen Linden
So it's less than week out from this expansion. I've read the "cute" blog and all the posts here. I see a lot of smart players and few details from CCP's pimply faced teens. Is this going to be another "feature" that the CCP players and their friends have all the details about while the rest of the community are left to guess at until the patch finishes installing? I'm thinking of the Oklahoma land run of 1889, and the CCP players seem to be setting themselves up as the "sooners".

Why do I think that? I see a lot of hand waving by CCP again and no real details. Meanwhile I read many insightful comments from the players here (on all sides of the issue). Where are CCP's insights? That drawing at the beginning of the dev blog? The wiki that CCP hyped and then discarded, Evelopedia, has nothing to say about planetary interaction. You can bet if there are any future benefits to planetary interaction those hidden CCP player accounts and their MSN friends are going to wrap them up on day 1 while everyone else will be left guessing.



CCP has never been big on giving all the details. They explain mechanics, and then seem to expect players to learn by doing.

I have been doing on the test server, and so I understand exactly how it works. Of course, what I know is based on what is on the test server, which they say, could be tweaked. I know every product that can be made via planetary interaction and how to make them. I know what can be made on a single planet, and which planets are needed to make the more complex items.

What remains to be seen is the final seeding of planets and resources, and the time it takes to train the skills.

HeliosGal
Caldari
Posted - 2010.05.10 23:06:00 - [312]
 

do tell what end products are on outputs from planets

ULTImatio
Posted - 2010.05.11 10:14:00 - [313]
 

Edited by: ULTImatio on 11/05/2010 12:28:27
Edited by: ULTImatio on 11/05/2010 12:15:15

I just tried the latest version of the PI and I have to say itís looking good.

But I still have a few requests:

1. I like to see my in orbit assets remotely in the ASSETS TAB.
(This way I can see if I need to go to the planet to empty the orbital storage station)

2. I like to see that controlling the PI facilities is done from orbit only.
(This way you need to be close to the planet in order to control the PI facilities, or ad a skill that allows you to extent the controlling range)

Level 0 = From Orbit
Level 1 = From Local Station
Level 2 = From 1 system away
Level 3 = From 3 system away
Level 4 = From 6 system away
Level 5 = From Anywhere

3. I like to see a PI planetary link that allows you to connect to the neighbours.
(That way you can get everyone in the corp. to work together and profit from team work)

Level 0 = Connect to 0
Level 1 = Connect to 1
Level 2 = Connect to 2
Level 3 = Connect to 3
Level 4 = Connect to 4
Level 5 = Connect to 5

4. I like to connect (Route) a storage facility node to a command centre.
(This concept will make it possible to overflow the command centre storage level into the storage facility)

Lusulpher
Gallente
Posted - 2010.05.12 05:36:00 - [314]
 

Just posting in hopes someon at CCP actually takes notes[they are good at copy/paste Laughing]

About Version 6.30 on Sisi as of 5/11/2010

Needs Improvement:
-Route creation still too buried in clicks. Place on right-click menu again, please.
-Still can't recognize Extractor types by symbol. A Tree for Autotroph, Crystal for Carbon Compounds, Human for Complex organism...etc. Or hover over should should show a textbox with name and Upgrade level. But Icons are better. EXTRACTORS ARE NOW TEAL COLOUR, VERY HARD TO DIFFERENTIATE.


-A Link Terminal Installation is needed to merge links from many extractors onto an upgraded high-capacity lane...like a roundabout or overpass that leads to the Autobahn. Serves same purpose as Storage Facility, reduces unnecessary redundant links to same Facilities/Storage to storage which is not allowed and defeats Passive Gameplay.


-Upgraded Links should have more lanes, or A detailed animated highway.[The animations lack Life, Soul, Oomph...Immersion]
-'Viewing Planet' menu is too transparent, also needs to be drag-drop window.
-Installation Info window too transparent, does not match colour scheme.
-Fee for moving the buildings you place?
-Right-click option on right-click menu to destroy installations,[confirmation prompt mandatory! Decomission you call it] If you do it before 15min session change, no charges to Wallet?[NFS consideration for call reduction]
-Move confirmation windows for other EVE windows INTO the window that generates the prompt. Like the Decomm slide-down.[Really efficient distances Cool]
-Fix EVEForums.[make this a daily mantra]


Questions:
Love how heatmaps don't render most of the Autotrophs in the ocean, is that reversed on Oceanic worlds?WinkExclamation
If a Processor is building, and the next load arrives, what happens?
Will it be possible to make one colony stretch 1/4 or 1/2 of a planet? I'm using Elite Comm and I can't stretch a Link that far, I hope that is to change so that the gameplay can let us focus on maintaining 51% of a planet's affairs.[Dune is classic Imperialist SciFi. It must be honoured!]
Confirmation on how Population will be iterated, if at all? I'm still jonesing to consume a world life by life, miserable wretch by miserable wretch. Some details on how much "influence" you are aiming for would be comforting.Confused
Confirmation on Treaties/Trade routes by Winter? Industry needs a boost/overhaul.


Yours Sincerely, Critically Constructive Person

Syekuda
Hell's Revenge
Posted - 2010.05.15 16:03:00 - [315]
 

Since I wont look into the 11 pages and other blogs for my answer and it sucks that theres no one at CCP that gathers all questions and answers from the devs into 1 happy page. then let me ask it here so that I can bookmark this page for the answer

Question: what happens to my ship when I'm using PI Question Am I floating in space vulnerable and a big bulleye on my ship that says "please kill me, I want to die"YARRRR!! or I dissapear from the eyes of everyone and no one can shoot me...unless I go out of PI.

Lusulpher
Gallente
Posted - 2010.05.16 08:45:00 - [316]
 

Originally by: Syekuda
Since I wont look into the 11 pages and other blogs for my answer and it sucks that theres no one at CCP that gathers all questions and answers from the devs into 1 happy page. then let me ask it here so that I can bookmark this page for the answer

Question: what happens to my ship when I'm using PI Question Am I floating in space vulnerable and a big bulleye on my ship that says "please kill me, I want to die"YARRRR!! or I dissapear from the eyes of everyone and no one can shoot me...unless I go out of PI.


You float there, defenseless. In first iterations you can cloak AND use Tyra. Weird behaviour occurred, so they better disable cloaks, eventually...

Uncle Fou'You
Posted - 2010.05.16 10:41:00 - [317]
 

Just logged into sisi after updating the client again and I noticed that the PI skills are no longer at lvl5.
This doesn't help when I want to fiddle around with the mechanicsugh

Syekuda
Hell's Revenge
Posted - 2010.05.16 13:48:00 - [318]
 

Originally by: Lusulpher
Originally by: Syekuda
Since I wont look into the 11 pages and other blogs for my answer and it sucks that theres no one at CCP that gathers all questions and answers from the devs into 1 happy page. then let me ask it here so that I can bookmark this page for the answer

Question: what happens to my ship when I'm using PI Question Am I floating in space vulnerable and a big bulleye on my ship that says "please kill me, I want to die"YARRRR!! or I dissapear from the eyes of everyone and no one can shoot me...unless I go out of PI.


You float there, defenseless. In first iterations you can cloak AND use Tyra. Weird behaviour occurred, so they better disable cloaks, eventually...


So basically what you mean is all I have to do is create an alt, get some turret skills for a couple of hours, train dessy and pray to god theres a frigate out there and suicide my ship so I can get lots of KM ? Thats pretty nice (I was sarcatic).

To CCP: Did you knew about this consequence or situation cause I find this troublesome. We all know how pirates react to miners or people who makes ISK without killing.

Lusulpher
Gallente
Posted - 2010.05.17 00:03:00 - [319]
 

Originally by: Syekuda
Originally by: Lusulpher
Originally by: Syekuda
Since I wont look into the 11 pages and other blogs for my answer and it sucks that theres no one at CCP that gathers all questions and answers from the devs into 1 happy page. then let me ask it here so that I can bookmark this page for the answer

Question: what happens to my ship when I'm using PI Question Am I floating in space vulnerable and a big bulleye on my ship that says "please kill me, I want to die"YARRRR!! or I dissapear from the eyes of everyone and no one can shoot me...unless I go out of PI.


You float there, defenseless. In first iterations you can cloak AND use Tyra. Weird behaviour occurred, so they better disable cloaks, eventually...


So basically what you mean is all I have to do is create an alt, get some turret skills for a couple of hours, train dessy and pray to god theres a frigate out there and suicide my ship so I can get lots of KM ? Thats pretty nice (I was sarcatic).

To CCP: Did you knew about this consequence or situation cause I find this troublesome. We all know how pirates react to miners or people who makes ISK without killing.


That is the normal Human reaction. If I risk my ship->pod to make a slight->incredible profit, my gameplay is balanced.
If someone else does not...woe be unto them. For when I happen upon them at their "labours", mine Mercy shall be nought.Evil or Very Mad

But as you pointed out this system is crude. If they allow cloaking while you use Tyra[use her rough, hehe], they would have to let the rocket delivery be scannable for 5mins, BEFORE the owner gets to warp to it. That's fair.

If no cloak, you still get to warp around at ss. But all the looking over your shoulder between sessions WILL CAUSE ADDITIONAL LAG.

CrickCrack
Posted - 2010.05.17 00:44:00 - [320]
 

I start to dislike PI now !

Here is the WHY !

*** You can build your PI stuff right on top of PI stuff of others ***
( There should be a perimeter around your PI stuff so you claim that part of the planet, building on top of others means NO COMPETITION over planet resources, NO COMPETITION means NO WARS in DUST)

I like to see CCP a comment on this matter and a quick fix before Patch Launch,

If this is not fixed then PI = FAIL.

Liorah
Posted - 2010.05.17 12:52:00 - [321]
 

Originally by: CrickCrack
I start to dislike PI now !

Here is the WHY !

*** You can build your PI stuff right on top of PI stuff of others ***
( There should be a perimeter around your PI stuff so you claim that part of the planet, building on top of others means NO COMPETITION over planet resources, NO COMPETITION means NO WARS in DUST)

I like to see CCP a comment on this matter and a quick fix before Patch Launch,

If this is not fixed then PI = FAIL.


Intended behaviour. It's a feature, not a bug.

There is no sense of competition that would promote a need for DUST. Resource distributions change, and you can build wherever you want anyway regardless of where anyone else builds. Why spend the money to hire a strike team when you can just build where the riches are.

In Nullsec, you have to already have Sov before you can benefit from PI, so DUST is needless there too. Besides, your enemy's installations will just cease operating after a time if they can't get to the planet.

*in the voice of your favourite obnoxious spokesperson*
Make an alt or 20 to grief your neighbor today, and make a profit while doing it, all with minimal effort to you; your target will need to spend much more effort and money to counter your actions! Only in Tyrannis!!!

Basically, PI isn't targeted at empire, it's for Sovereign Nullsec.
In empire, it's not promoting warfare and conflict, it's promoting harassment style behaviour.

(Make resource distributions static and separate installations into their own zones, and then you will have a REALLY strong sense of competition. Greed will take over, fueling the need for ground assault strike teams. And this would eliminate griefing potential. The primary benefactors in Nullsec won't see any differences, but it will make it more competitive in Empire.)

mkmin
Posted - 2010.05.17 13:27:00 - [322]
 

What CCP isn't telling us is that they programmed PI over a weekend with flash and they've spent the remaining time trying to get it to look like it was meant to work in EVE. Anyone else smell scam with Tyra?

PI being a boring harassment tool isn't a concern to me though, because in EVE people thrive on boring and harassment (ice mining anyone?) Yes, it's 2 dimensional and bland and pointless without incorporating at least a couple of the suggestions that have been repeatedly made, but at least we aren't being forced into it like we all are with spacebook. Could you imagine if they made it so you have to PI if you want to fly?

AlastarB Frost
Posted - 2010.05.17 15:01:00 - [323]
 

I was looking at the PI on singularity, i have to admit: it needs a serious remake to be fun.

1. What is it like?
Its fast to set up a structure to work with, for example getting basic resources: Set up some extractors, set up some basic factorys to match their output, start it. nice. Wouldnt there be the boring part of starting extractors over and over again. To get a somewhere near good output, you need a lot of extractors and some factorys (for max level command center 14 extractors for 7 factorys in high sec). And you need to restart them 2 or 3 times a day with a 5h cycle and while you are playing every half hour to feed the factorys. for 6 planets you have to start around 84 extractors over and over again. That makes you feel like a click-bot. Thats not fun. its boring. The longer cycles are 23h (wich give much less output and mean you have to be online every day at the same time) or 96h (wich isnt worth it at all). Not a good concept.

2. What should it be like?
The planets should have a hextile grid or something like this, each tile with a ressource distribution. Ressources should have a maximum (according to the planets sec rating). These ressources should regenerate slowly. If i set an extractor, i should be able to set an extraction rate. if the rate is low (means im an ecological guy) the resource regeneration should be boosted a bit (as i care about the environment and make the spot better). For economical harvesting, i would use an extraction rate near the reg rate (wich either depletes the ressource slowly or refills it slowly but gives no boost). The third option is, to set the harvesting at max, depleting the ressource fast and giving a malus to regeneration, but has the highest output.
--> Strategies from this are: hatch your ressources, maybe a bit over their natural state, having a slow start but be better of in long term. harvest it economically as it is, having a good start but no growth. Or deplete the spot and move the extractor wich costs money but has a very high efficency (and means you have to look after your extractors more regularly).
For more depth, one could add workers to the network. An Efficency Multiplicator would be added for all factory and extractors regarding to the quality of workers. Good workers are more expensive, but give higher multipliers. You can also divert different strategies from this: Getting high quality workers and let them work around the clock, meaning they will leave after a while but gives max efficiency. Getting cheap workers, let them work around the clock, dont care if they leave as they are cheap. Getting good workers and let them work a normal amount, means they will stay or even tell some friends to move to your plant. Get cheap workers, let them do little work and some education, meaning they will have better qualification after a while with little money spent.

With only those two parts and the options you have, it would be much more interesting and much less boring clicketry. And it better models economical and social decisions.

You said in the (very good) trailer we could decide to be tyrants or create a paradise? Give this choice to the players. I wish for long term decisions, not the boring clicking it is now. I want to adjust my settings in small steps to get the best efficiency, not going up in the night at 4am to start another cycle.

Mantra Achura
Majesta Empire
Posted - 2010.05.19 13:32:00 - [324]
 

Given you are maintaining sov by paying sov bills in 0.0 systems, you, the owner, shall have the right to assign planets to a "farmer".
Otherwise swarms of peeps out of highsec will greatly "share" YOUR resources with you against your will and sov payment.

Doesn't make sense to me.

Mantra Achura
Majesta Empire
Posted - 2010.05.19 15:04:00 - [325]
 

Additionally, if planet resources are shared by different players, doesn't it mean that resource harvesting output could get adjusted several times (daily?) resulting in a bottleneck in your production chain?

If yes you would have an additional effort in:
1. periodic checking of possible bottlenck
2. adapt your production chain for full optimization
3. buy/sell and transport resources and processed materials on the market to overcome the bottleneck(s)

In the end there is no static resource planning I can rely on. Compared to moon harvesting PI creates a tremendous time consuming overhead.

Micronoid Aggregate
Posted - 2010.05.20 12:39:00 - [326]
 

Last time I looked it depletes the resources in the local area(tho recharges slowly) but the mining speed you chose is locked in so you still get those resources even if others rapidly deplete the area(during your harvest cycle).

My 2 cents for preventing grief depletion attacks:
I am all for hex squares to limit leaching, tho wonder what tile size would be a good balance. You could still harvest close to a occupied-hex resource blob, some of the high value blob reaching over the border, but once it starts to deplete the shrinking-back would limit you greatly. Your next harvest cycle choices would be poor but the guy on the hex over the center of the resource blob would only have lost a small chunk of efficiency from shrink-back. This gives an incentive for dust 514 to attack/capture his hex. But from what I've seen this would require hex squares several times the size of the ones I remember from good old Super Nintendo games. :)
I guess links/routes would not claim hex tiles but would be strange running through enemy territory without penalty.

Liorah
Posted - 2010.05.20 14:15:00 - [327]
 

Quote:
Otherwise swarms of peeps out of highsec will greatly "share" YOUR resources with you against your will and sov payment.

I'm pretty sure I remember reading that you cannot benefit from PI in a system with Sov if you aren't the one who has Sov. So you should be safe. You could rent out your systems to pets, and as long as you have Sov and they don't, you benefit from PI and they don't.

Although, personally, I disagree with this.

Sov is hideously expensive, but it allows benefits that have no equal anywhere else in the game. If everyone is contributing, including renters, the costs aren't as bad. Everyone should also contribute to securing the systems ... it's part of the responsibility of owning space. Usually this means camping choke points to deny entry.

That also should include making sure no one has set up rogue colonies in your space by watching for repeat intruders. With the major clickfest and time sink that PI is (ie: high maintenance woman), trespassers will have to return frequently to their colonies, so they'll be easy to spot.

Quote:
Additionally, if planet resources are shared by different players, doesn't it mean that resource harvesting output could get adjusted several times (daily?) resulting in a bottleneck in your production chain?

Yes, very much so. What was a beautiful spot in the morning before you went to work could completely suck by the time you get home from work.

Quote:
I guess links/routes would not claim hex tiles but would be strange running through enemy territory without penalty.

All construction, IMO, should be limited to your zone (eg: group of hex tiles), including links. If someone claims a zone by building in it, only they can build in that zone. But you can send in a strike team and destroy their structures in a zone, claiming it for yourself, or capture their command center(s) and claim all of their zones. If they have only built links in a zone to connect distant areas together, and you destroy those links and claim that zone for yourself, it should halt their progress completely. You should not have your resource pipelines safely transporting product across enemy/competitor lines; there should always be a danger in over-expansion.

(Corps and alliances should be able to work together in the ideal version of PI)

Daool
Posted - 2010.05.21 11:45:00 - [328]
 

Forgive me if this has been discussed already (I havent seen it despite looking), but has anything been said about blowing this planetary shi, umm stuff up from space? Planetary Bombardment?Laughing

Which of course opens up planet based space defences (?)

Lil Mule
Posted - 2010.05.21 16:08:00 - [329]
 

Originally by: AlastarB Frost
I was looking at the PI on singularity, i have to admit: it needs a serious remake to be fun.

1. What is it like?
Its fast to set up a structure to work with, for example getting basic resources: Set up some extractors, set up some basic factorys to match their output, start it. nice. Wouldnt there be the boring part of starting extractors over and over again. To get a somewhere near good output, you need a lot of extractors and some factorys (for max level command center 14 extractors for 7 factorys in high sec). And you need to restart them 2 or 3 times a day with a 5h cycle and while you are playing every half hour to feed the factorys. for 6 planets you have to start around 84 extractors over and over again. That makes you feel like a click-bot. Thats not fun. its boring. The longer cycles are 23h (wich give much less output and mean you have to be online every day at the same time) or 96h (wich isnt worth it at all). Not a good concept.



If point number 1 is the case of how PI works - that would be a great dissapointment to me. I havent had a chance to test it in Singularity for myself as of yet (issues connecting to the server, and life keeps me busy), but this sounds an awful lot like the original conception of resource harvesting in that failed MMO - Star Wars Galaxies.

I WAS hoping that Tyrannis would give me an opportunity to come back to EVE. The synopsis above doesnt give me hope. Again - we have yet another expansion which rewards/demands CONTINUOUS game play. As an adult with a full time job and a family, I cant log in every 24 hours to ensure I can get SOME benefit from this expansion. Not only that but the clicking sounds extremely tedious.

Obviously EVE has very few options for those of us who can only spare a couple of hours a week to play (and please dont say "do missions" as I would rather dig my eyes out with a rusty spoon) and Tyrannis isnt helping that situation.

Im coming to the conclusion it might be time to retire for good.

Dominion was sh*t and I cancelled my accounts due to that expansion. I had hoped this expansion would provide some enjoyable interaction that didnt demand many hours of my time and micro-management.

This game has seriously taken several steps backwards between Dominion, and now Tyrannis.

Hemios Yerto
Posted - 2010.05.23 20:18:00 - [330]
 

Edited by: Hemios Yerto on 23/05/2010 20:18:01
Can someone explain to me why so much effort are being put into integrating planets?

Do you realise how insignificant planets are to such an advanced space civilisation. A single battleship should be able to be able to make a planet uninhabitable in minutes if there was any sense of plausibility to this..


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