about 2 years ago - CCP_Aurora - Direct link

Greetings Capsuleers,

A year ago we made a Significant Update to Industry, where many higher end ships saw new materials added to their build components. These materials helped to create additional value for various activities in New Eden and gave us the ability to more finely tune manufacturing costs when necessary. Since that time we’ve been continuously monitoring how the ecosystem has adjusted and, with this update, we’re tuning the build material costs of these ships to bring them down after a period of elevated prices.

The goals of these changes are:

  • Reduce low level PI demand
  • Reduce Faction and Pirate ship manufacturing costs
  • Greatly reduce Dreadnaught manufacturing costs
  • Reduce other capital and supercapital ship manufacturing costs
  • Reduce logistics requirements for capital and supercapital ships

Please see the spreadsheet we provided with the full list of blueprint material and component changes, as there are way too many of them for me to try listing in this forum post.

Update: Added a new version at 15:26, fixed a few incorrect names in the spreadsheet.

The SDE has also been updated so you can view the changes there as well (Hi Steve).

This post is a call for feedback! The numbers in this spreadsheet are a starting point and are not final - changes will be made over the next couple weeks as we head towards release based on the feedback you provide. Please let us know your thoughts on the values here, how you think they will impact your manufacturing costs and what could be shifted to bring ships in line with your price expectations.

about 2 years ago - CCP_Aurora - Direct link

Working on getting a fixed url! Give me just a few minutes.

about 2 years ago - CCP_Paradox - Direct link

Blame me, I had all Indy ships in that tab then decided to move the capitals but only did this to the Rorqual in the end. :facepalm:

about 2 years ago - CCP_Paragon - Direct link

Update: 15:26

Uploaded a new version of the spreadsheet to fix a couple of incorrect names.

NEW SPREADSHEET

almost 2 years ago - CCP_Paradox - Direct link

Hi Capsuleers,

We have just launched a new update to Singularity today that covers some further iterations to this upcoming update for manufacturing and ship blueprints.Of note, there have been changes made to two components:

  • Capital Core Temperature Regulator has had the input of the core temperature regulator dropped to 70 units (from 250).
  • Neurolink Protection Cell has had the input of the genetic safeguard filter reduced to 5 units (from 20).

The manufacturing of Capital ships has also been adjusted, this affects Carriers, Dreadnoughts, and Force Auxiliaries.
In short these changes to capital manufacturing are to set clearly the manufacturing cost ratios of the classes, where the order of cheapest to most expensive to manufacture for capital ships will follow:
Dreadnoughts->Carriers->Force Auxiliaries.

There have been many material changes to the blueprints, and we have provided a new Static Data Export (https://web.ccpgamescdn.com/aws/community/sde-SINGULARITY_Apr29.zip) to help third party developers utilize this to gain an insight into the latest changes.

You can also log into Singularity to experience the new values for yourself.

We’re still reading and discussing the feedback supplied on these latest changes as well as the changes we’ve previously updated Singularity with. Please continue to supply feedback so that we can make further adjustments and changes as we find opportunity for.

almost 2 years ago - CCP_Paradox - Direct link

Thanks for checking, I took a look on this type and I see it too. I spot checked some ships earlier.
I will re-generate the SDE and do another check, I’ll update this post if I generate a new one with the right data.

Update: New and up to date SDE is now available at the URL, https://web.ccpgamescdn.com/aws/community/sde-SINGULARITY_Apr29.zip

I checked both the Neurolink Protection Cell and Capital Core Temperature Regulator blueprints, and they have the expected changes.

almost 2 years ago - Brisc_Rubal - Direct link

The CSM had a number of conversations with CCP regarding this, and while I can’t speak for the rest of the CSM (although as I recall we were in general agreement), the idea was that on the combat cap scale we wanted it to look like:

Dreads → Carriers → Faxes → Supers → Titans

The reason for dreads being cheapest is they are usually the starting block for most cap escalations, they’re designed to die because they are immobile, and they have historically been the backbone of most cap fleets. Carriers are in the middle between Dreads and Faxes because they have more utility than Dreads, they’re survivable, they are very, very powerful when used on grid with a Fortizar or Keepstar and they have a lot more utility in terms of PvE than Dreads do (although Dreads are capable of running the CRAB sites well). Faxes were at the top of the non-super price chain because they are hard to kill, and they are commonly the first ships to die in a super-cap escalation. Because of that, in a super-cap escalation where dreads are dropped to kill supers and titans, it’s common to clear the FAXes off first to make it possible to kill titans and supers, and often the time it takes to kill the FAXes means the supers escape. By keeping them at the high end in terms of price, it makes those fights where lots of FAXes die but the supers escape a bit more palatable for the other side. In addition, FAXes are extremely tough on their own, especially after the surgical strike nerf rollback, and the price reflects their survivability. They live longer, so it’s fair they cost more.

Those were most of the arguments we made in terms of why the caps scale the way they do, and based on the indy changes, it looks like CCP agreed with us.