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*Yes, this is a bump. I want OPINIONS!*
1) Need to manually put drones/vessels into LS.
2) Need to manually restock your inventory.
The actual sollution is not making those operations more convenient to do by hand but to actually automate them (in a factory automation game, no less). For (1) we need and ability for LS to request drones/vessel through logistic network. For (2) we need personal logistics akin to Factorio one.
3) Slow construction speed in late game (Compared to the size/number of blueprints).
That one can be solved without introducing any kind of additional entities. Just buff construction drone speed and count upgrades by 10 times and add drone range upgrade so that they can fly to the other side of the planet.
As for "DESS" I am totally not sure what problem it actually solves? It's not like there are any problems with energy transportation in game. Full-blown forge-world consumes a dozen GW. And dozen GW is a single vessel worth of AMFR per 15 minutes.
What I want is once I get this station into orbit, it can be loaded with drones, new or existing.
No logistics chest toppers necessary. Otherwise logistics requests work much the same but these station bots? They're rogue. They don't need no stinkin' permission and will just swoop up whatever, wherever, to bring me what I asked.
No more caps on chests for the only reason that icarus may want some goodies. No more searching for the chest that has XXX until I forget why I need it,
I think I'd like that.
On the topic of space, I've noticed DSP doesn't really know how to handle it consistently. Logistics vessels can carry 2,000 units of anything, like small rockets or Dyson Sphere components, to other planets in the same solar system just using electricity from your grid; to get structure materials to the Dyson Sphere you have to launch small rockets one at a time from a planet, using a launch silo that uses electricity despite the rockets also requiring deuteron fuel rods. Meanwhile logistics vessels can travel to nearby stars and back while that one rocket is still flying to the Dyson Sphere. How did such glaring and immersion-breaking inconsistencies happen, and is there any expectation of when they will be corrected?
Its silly we cant build in space stations for sure. like a giant shipping center comes to mind, a planetary miner. as for the logistics its basically just warp speed vs sublight speed. they should be somewhat more equal tho.
- The transport ships would loose the capability to warp and are now restricted to interplanetary transportation (within a system).
- A new structure is introduced that can be deployed around a planet or around a star (depends, whether only one or multiple of these stations are allowed in one system), This structure is a transportation hub, maybe even upgradable. Transport ships can dock here to transport items on and off planet. I think this structure should become available in mid-game, at around the time when warpers become available, because this goes hand in hand.
- A freighter class transport ship is introduced to handle interstellar transportation with extreme capacity (to be consistent it should 10 x the transport vessel capacity). Freighters can only dock on the transportation hub.
However, I found this more appealing before the capacity of current transport drones and vessels was increased.
The responsibilities would be plain and clear.
- Logistics Drone: on planet logistics (the equivalent of a truck)
- Logistics Vessel: interplanetary logistics (the equivalent of a train)
- Logistics Freighter: interplanetary logistics (the equivalent of a container ship)
https://wiki.eveuniversity.org/Ark
With the combat update maybe we will get some space station type stuff. I'd love to see a space elevator sort of building. IPLS serves a similar function to what is suggested but visually it doesn't feel the same.
I still have nightmares about one of my first jumps that bounced it off a station. I was incredibly lucky that system only had two other players in it; one was the corpmate who lit the cyno too close to the station, and the other was docked and AFK. Waiting four minutes to recover and align to the gate was nerve-wracking, and motivated me to add two more accounts so I was always the one lighting beacons.
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The more I think about it though, the more I feel like they won't ever add zero-g functionality like we're discussing. The biggest reason is simply that they put a lot of time and effort into making planets and the mechanics of the game are focused around them; zero-g is superior in every single way to the point that planets would be ignored after being mined out. Energy costs for manufacturing, refining, and transportation would be drastically reduced; processing facilities could be vertically stacked without limit; no planetary rotation or atmospheric/magnetospheric interference would mean solar panels and ray receivers with 100% up-time and strength.
Even though the game should go there with the emphasis on large-scale space construction, it would invalidate planets after the early- to mid-game. It would need to have been planned and implemented from the start so there wasn't too much effort spent on planets that would become obsolete.
I agree that any space station gameplay should complement the dyson sphere related activities on planets. Like Wiawyr says, if it replaces planet activities completely, then the gameplay will go whack.
That'd probably lag out in a painful way though.