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blankseplocked [Proposal] Beating a dead Blueprint UI: Libraries
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Komi Toran
Posted - 2010.05.10 18:32:00 - [1]

Edited by: Komi Toran on 10/05/2010 18:32:11
Blueprint management is a mess, whether it’s distinguishing between originals and copies, lockdown votes for 100s of BPOs at a time, or hoping that new guy who wants to build ammo doesn’t cancel your Chimera build. I think it’s time to take a second look at how players interact with blueprints.

I propose a library system, where blueprints are essentially given their own distinct hangars.

It would look something like this

In this example, there are seven blueprint libraries that can have their roles controlled independently like corp hangars can today. Players can choose to interact with blueprints through the library or S&I tab, but they can also add specific blueprints to their quickbar, so they don’t have to wade through the morass of rig BPOs to find the couple they find the most profitable. Additionally, lock and unlock votes can be initiated for an entire library, greatly streamlining the security process.

Each library is divided into four sections. Two of these store the actual blueprints: one for originals, and one for copies. Never the two shall meet except when in the cargohold of a ship. This negates the need for any fancy-schmancy DB overhaul to solve a major organizational headache, as the game can still treat bpos and bpcs as the same object, and only needs to look closer at them when they are being manipulated. The third section is for jobs launched by blueprints in that library. If a character does not have permission to access a library, they will not be able to affect its associated jobs.

Tasks: Fleet Finder for Industrialists

In the “Tasks” tab, players can create a formal to-do list, specifying blueprints that need research, copying, or manufacturing in the future. Within a corporation, the ability to do this is defined by an additional role. However, any player with access to the library will be able to initiate a job from that task, provided the necessary materials are on hand.

All tasks need three things specified: the blueprint to be used, the type of job to be done, and the number of runs performed. Specifying a location (without a specific slot) is optional (in the case of invention, mandatory) as is specifying the input/output hangars.

Additionally, to make this more useful to individual players, a shopping list can be automatically compiled from the tasks list. It can either be setup to buy all materials off market minus that in a specified hangar, or to include materials that will be produced from other tasks in the list (for instance, capital ship components when building a cap ship)

Some additional features can be looked at for inclusion in this task system. It might be possible for someone setting a task to freeze the blueprint until the specified task is completed, disallowing any other jobs to be done on it. Additionally, tasks may be set to repeat, if, for instance, there was a blueprint that should be in non-stop copying.

Perhaps more controversially, when executing a task, the game might not check the role of the player executing it, but the player who set it up. Thus, a corp member need not have access to the hangar with all the materials can still build that Marauder, as the person who set up the task and specified the input/output hangars did have access.

In summation, this system would greatly improve ease of use, security, and productivity, as well as providing a base that can be expanded upon in the future if/when the need arises.

Herschel Yamamoto
Nabaal Syndicate
Posted - 2010.05.10 19:24:00 - [2]

This feels like weapon grouping felt when I first heard about it - an idea that takes away the entire "We want usability!"/"It'll cause lag" fight between players and CCP, and replaces it with an idea that works well for everyone. Your idea is a bit rough around the edges, I think, but the core of the idea is just awesome. 120% supported.

Norse'Storm Battle Group
Intrepid Crossing
Posted - 2010.05.10 19:48:00 - [3]

I don't know how much lift a change like this would offer the casual industrialist; that said, I like the idea. I can see folks who do a lot of manufacturing/research and handle lots of blueprints loving this idea.

Supporting for further discussion if nothing else.

Ninetails o'Cat
League of Super Evil
Posted - 2010.05.10 19:50:00 - [4]


This seems just to fit how I've always imagined industry working in EVE, I'm just surprised that CCP hasn't put it in yet. Razz

Posted - 2010.05.10 20:39:00 - [5]

I like this idea, i think with a little work on the "task" idea, such as getting payed for doing tasks and you might just get corps that work a little bit more like corps should.Shocked

And the "Library System" looks like an elegant solution to common problems, I think both of these should be included in any discussion on a much needed overhaul to the corp interfaces. (which btw suck)

Maxsim Goratiev
Imperial Tau Syndicate
Posted - 2010.05.10 20:45:00 - [6]


Association of Commonwealth Enterprises
Posted - 2010.05.10 21:13:00 - [7]

Possibly one of the best ideas I've seen in a while.

Ophelia Ursus
Posted - 2010.05.10 22:09:00 - [8]

this is awesome you are awesome f*** yeah

(I like this idea)

AAA Citizens
Posted - 2010.05.11 00:17:00 - [9]

I'm just starting to get involved in the production side of industry, and I'm already dealing with a bit of clutter (But that's because I bought a pile of BPCs). Nonetheless, SUPPORTED!!

Omega Flames
Bene Gesserit ChapterHouse
Sanctuary Pact
Posted - 2010.05.11 01:21:00 - [10]

Dr BattleSmith
PAX Interstellar Services

Posted - 2010.05.11 02:33:00 - [11]

Martosh Toma
Fraction Investment
Posted - 2010.05.11 05:21:00 - [12]


Fleet Coordination Command
Fleet Coordination Coalition
Posted - 2010.05.11 05:35:00 - [13]

Do want.

Posted - 2010.05.11 06:29:00 - [14]

Nice idea.

But if CCP will ever decide to implend this for individual players it will be almost as usless as fittings which are only useful on test-server (where you just keep all your junk in hangar and not in containers).
While all "mass-interaction with stuff" ideas are nice, CCP will first need to adress players ability to stort out junk without use of containers or apply that "mass-interaction" stuff to containers contents for it to work for individual players.

Venkul Mul
Posted - 2010.05.11 08:04:00 - [15]

Seem good.

Komi Toran
Posted - 2010.05.11 17:45:00 - [16]

Bumping with self approval
But if CCP will ever decide to implend this for individual players it will be almost as usless as fittings which are only useful on test-server (where you just keep all your junk in hangar and not in containers).

Not at all. Individuals still get copies and originals seperated, plus they can organize their collection via the quickbar, and they can use the tasks window to generate a shopping list (no need to alt-tab to a third party program and make sure your blueprint information is entered correctly). But yes, the real strength of this is in the corp-management side.

Nico Terces
Posted - 2010.05.11 18:42:00 - [17]


Elohim Alera
Probe Patrol
Posted - 2010.05.11 23:36:00 - [18]


Prime FLux
Posted - 2010.05.12 07:15:00 - [19]


Lethal Injection.
Hedonistic Imperative
Posted - 2010.05.12 15:48:00 - [20]

Metal Dove
Flying Pink Ponies
Posted - 2010.05.14 06:23:00 - [21]

Edited by: Metal Dove on 14/05/2010 06:23:53
This is an OUTSTANDING idea. A system such as this would greatly increase productivity and reduce the amount of frustration involved in dealing with production, research and copy jobs. It would improve security and reduce the amount of time wasted. I greatly support this idea and truly hope CCP considers and includes it in a ‘much needed’ industry enhancement for a future patch.

Lord Cath
Posted - 2010.05.14 09:59:00 - [22]

God yes !

Aphrodite Skripalle
Galactic Defence Consortium
Posted - 2010.05.14 10:49:00 - [23]

Working with Blueprints and Blueprintcopies really needs some love from the Developers.
This looks like a good idea.
Full support from me.

Test Alliance Please Ignore
Posted - 2010.05.14 21:05:00 - [24]

Very nice.

Darcon Kylote
Posted - 2010.05.16 14:37:00 - [25]

Yes, good stuff, especially the shopping list less stockpiled materials.

No Mauk'Ob
Murientor Tribe
Posted - 2010.05.16 16:35:00 - [26]

on behalf of our industrialists... please we beg of you

Ashina Sito
Center for Advanced Studies
Posted - 2010.05.16 20:59:00 - [27]

While there my be need for additional refinements the core concept is sound. This is a good item for the CSM to take up.

Lucifer's Hammer
Burn Away
Posted - 2010.05.17 20:41:00 - [28]

Hell yeah.

Orb Lati
Sebiestor Tribe

Posted - 2010.05.18 01:04:00 - [29]

Nice idea.

Quick question on how you envisage accessing BPOs as items for transit.

Ie currently I drop all my bpos into a small can and transport them as cargo.
How do you see a library entry/hanger being accessed to facilitate the function of transporting 1 or more bpos to new stations/pos hangers

Ugly Eric
Posted - 2010.05.18 07:45:00 - [30]

I have an alt, who trained three months indu skills. We had a organized HAC building operation for few months more. It was easy. Dock up to a station, select a bp from corp hangar -> manufacture 500pcs. - go pvp with main -> profit.

Then I tried to contigniue it alone, after the corp organized project ran out. After few hours of investigation I came to a result, that I'm making much easier iskies on a belt in nullsec.

This idea would make the induskills of mine usable again. Would get some nice income of those three months invested in induskills ^^

ps. It's simply lazieness that made me decide not to indu on my own, not that it would be frustrating or something. It's just easier to sit on a belt and killing NPC IMO


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