The 6th of 6 Industry update overview blogs have been released.
This is not at all what I thought teams would be about when I first saw the topic, although it was apparent where it was going after reading earlier blogs.
I’m not sure what to think. How do players incorporate these sorts of variables into their spread sheets? Will it really add something worthwhile to the dynamic of the game? I imagine teams with benefit for high volume, high margin type objects would be carefully targeted by larger scale industrialists who work out exactly at what pricing point they are worthwhile, and when they are not. The more casual player won’t think much about them, or might grab the teams no one else cares for – for amusement value more than anything else.
Industry has gone from more simple, easier to access after the first couple Dev blogs, to more random and harder to fathom by the end of the six. It is going to take a lot of forum reading to understand how these changes will really impact things.
CCP is considering increasing the isotope fuel requirement for all jump drives and jump portals by 50% (and reducing their volume by a third so that ships can still travel the same distances).
The views seems to be that with the removal of industry slots, people will pull down large research POS towers and replace them with small ones, lowering isotope fuel usage. By increase the use of fuel for jump drives CCP hope to balance any price hit on the isotope markets.
Funny – I was thinking there would actually be a whole heap of new POS being fueled. Yes – they would be small towers, but they would be anchored by all those people without standings or keen on industry, and will also cover all those systems previously out of bounds. I’d have put money on the fact isotope costs would actually increase.
I agree with the sentiment from many who posted in the first few pages of the thread – this sort of change hits the individual and small groups far more than the big name alliances. It seems a hurried and unnecessary nerf.