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General Discussion => General Non-RP EVE Discussion => Topic started by: kalaratiri on 02 Oct 2013, 10:12

Title: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: kalaratiri on 02 Oct 2013, 10:12
A nice, simple name. (http://community.eveonline.com/news/dev-blogs/player-owned-customs-offices-in-hi-sec/)

Quote from: CCP SoniClover
Hello Capsuleers!

I am CCP SoniClover from Team Super Friends here to tell you about one of the things we’re adding this winter. It’s a little thing called Hi Sec Player Owned Customs Offices (POCOs). With the tl;dr version out of the way, lets dig into some details.

Lets start with a quick overview of Customs Offices for those unsure of what they are. Customs Offices are structures that orbit planets and allow players to import and export goods between the planet and space. There is one in orbit around each planet in the EVE universe. They are heavily linked to Planetary Interaction (https://wiki.eveonline.com/en/wiki/Planetary_interaction_%28CCP_guide%29), and allow for a more secure, larger transfer than manually launching goods from the planet into space for pickup.

(http://cdn1.eveonline.com/www/newssystem/media/65141/1/POCO_1920x1080.jpg)

After EVE Online: Rubicon comes to EVE on November 19, all Customs Offices in empire space (0.5 security status and above) will become owned and operated by InterBus, an NPC corporation. Anyone can shoot at InterBus Customs Offices, if one is destroyed, players can put down a gantry and build their own Customs Office in its place. You can read about how to anchor a Customs Office here (http://community.eveonline.com/news/dev-blogs/player-owned-customs-office/). Again, this will apply to all Customs Offices in high sec, in all systems and all security bands, but existing restrictions on Customs Offices will remain (like in the Jita solar system).

Once a POCO is in place, players can make a legal attack only if they’re at war with the owning corporation. Attacking without an active war on the owner will bring CONCORD intervention. Customs Offices will now have a value on Kill Reports, meaning for instance that if the owning corporation has a bounty, then destroying their Customs Office will pay out bounty.

Because of the importance of wars in taking down POCOs, we’re putting in a restriction on when ownership of a POCO can be transferred and to whom. A corporation that owns a Customs Office cannot transfer ownership if they are at war or have a war pending. This does not apply to transferring ownership to another corporation in the same Alliance as the owner (as the war will still cover those).

POCOs in hi sec will give the owner the exact same controls as POCOs in low sec – the owner can set the tax rate as he wants and can have different tax rates based on standings. This includes denying access. While this can be used to stifle imports to a planet, it can never stop you from exporting from the planet, as you can always launch directly into space. This, coupled with the fact that is doesn’t cost a great deal to set up on a planet, means that while high sec POCOs can disrupt your operation this change can never shut it down completely.

The NPC tax will continue for hi sec POCOs (as we want low sec POCOs to still be competitive). The tax rate stays the same, at 10% for export and 5% for import. This is then in addition to whatever tax the player owner sets.

New Skill: Customs Code Expertise

We are introducing a new trainable skill, Customs Code Expertise, which will reduce the NPC portion of the tax rate, but 10% per level (so at level 5 the NPC export tax rate will be 5% rather than 10%). Again, this skill only affects the NPC portion of the tax, not the player owner tax.

Tax Base Change

We’re also adjusting the tax base values for commodities. These have not been touched since they were adjusted based on market values in November 2011 and are a bit out of sync. We’re reducing the values for all types, as follows:

                  Current         New      % change

Basic           500              400         20.00%

Refined       9,000            7,200      20.00%

Special       70,000          60,000     14.29%

Advanced 1,350,000      1,200,000   11.11%

 
These two changes (new skill and adjusted tax base values) mean that the NPC portion of the tax is going to be less than it is right now.

We have a few other things up our sleeve for Rubicon, so keep an eye out for more dev blogs from Team Super Friends in the near future discussing those. Until then, take care.

-  CCP SoniClover

Comment thread (https://forums.eveonline.com/default.aspx?g=posts&m=3680449)
Title: Re: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: Victoria Stecker on 02 Oct 2013, 10:29
Quote from: CCP SoniClover
Hello Capsuleers!
Once a POCO is in place, players can make a legal attack only if they’re at war with the owning corporation. Attacking without an active war on the owner will bring CONCORD intervention. Customs Offices will now have a value on Kill Reports, meaning for instance that if the owning corporation has a bounty, then destroying their Customs Office will pay out bounty.

lol. What's the cost to wardec a large alliance again?

Hisec PI is gonna get fucked.
Title: Re: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: Esna Pitoojee on 02 Oct 2013, 13:21
For a 100-man corp to 'dec the average nullsec alliance - I've heard somewhere around 600-800m.

Expect widespread abuse of the war ally and mutual 'dec system.

Title: Re: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: Morwen Lagann on 02 Oct 2013, 13:35
http://mabricksmumblings.blogspot.com/2013/10/we-need-better-than-double-taxes-and-no.html

This feels like a better system to me. Can it be abused? Sure, by spamming ISK at it, but not in a doubled fashion where someone pays for it and then someone else pays for the dec.
Title: Re: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: Lyn Farel on 02 Oct 2013, 14:26
Those new player highsec POCOs smell like CSM lobbying to me.
Title: Re: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: Pieter Tuulinen on 02 Oct 2013, 14:38
Isn't highsec PI hopelessly low income anyway?
Title: Re: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: Lyn Farel on 02 Oct 2013, 15:54
Can be useful for factory worlds and the likes.
Title: Re: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: Esna Pitoojee on 02 Oct 2013, 16:13
Those new player highsec POCOs smell like CSM lobbying to me.

No doubt on this. This is something that they've apparently been nudging CCP on for some time. Keep in mind, CSM lobbying issues into existence isn't a bad thing.

Isn't highsec PI hopelessly low income anyway?

It's low-income in the way that highsec missions are low-income compared to lowsec sites, incursions, wormholes, etc, but people still grind them anyhow: You have virtually zero risk involved. Nobody is going to camp your customs offices, nobody is going to drive you out of that space.
Title: Re: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: Alain Colcer on 03 Oct 2013, 05:59
i like the idea of High-sec POCOs under player control.....just sad to see the NPC tax still applies (albeit reduced).
Title: Re: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: Tiberious Thessalonia on 03 Oct 2013, 06:32
If they didn't put some sort of disincentive, then you would see a mass migration of PI from lowsec into high.  Especially those juicy barren/terran planets just a jump or two outside of trade hubs where you just have to put down factories and the reduced recharge on the planets doesn't ever come into play.  I suspect some people will do that anyways.
Title: Re: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: Lyn Farel on 03 Oct 2013, 07:02
Bye PI for me.
Title: Re: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: Alain Colcer on 03 Oct 2013, 07:31
If they didn't put some sort of disincentive, then you would see a mass migration of PI from lowsec into high.  Especially those juicy barren/terran planets just a jump or two outside of trade hubs where you just have to put down factories and the reduced recharge on the planets doesn't ever come into play.  I suspect some people will do that anyways.

PI has long been that way

high-sec -> factory planets (importing everything and creating final p4 product), minimal production of p1/p2 (if any there is plenty of p0)
low-sec -> extraction and some p1 stuff
null-sec -> mass extraction
Title: Re: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: Silas Vitalia on 18 Oct 2013, 09:31
We are looking into this with some eagerness.

Going to see how much trouble its worth but it might be good income to roll a few highsec systems and see the time investment to keep them running and defended.

Some of you highsec Khanid people, get yer guns :P

Title: Re: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: orange on 18 Oct 2013, 09:52
If they didn't put some sort of disincentive, then you would see a mass migration of PI from lowsec into high.  Especially those juicy barren/terran planets just a jump or two outside of trade hubs where you just have to put down factories and the reduced recharge on the planets doesn't ever come into play.  I suspect some people will do that anyways.

PI has long been that way

high-sec -> factory planets (importing everything and creating final p4 product), minimal production of p1/p2 (if any there is plenty of p0)
low-sec -> extraction and some p1 stuff
null-sec -> mass extraction

Industry has long been this way.
Title: Re: Dev Blog: [Rubicon] Player Owned Customs Offices In Highsec
Post by: Graelyn on 18 Oct 2013, 17:51
This will be. Interesting.