Yesterday a new dev blog was posted about all of the Starbase changes coming in Crius. Whilst a lot of this information was already available there was additional information such as the fitting requirements of the new Starbase structures and even some really exciting news which I’ll save for later.
First up is the reprocessing array and intensive reprocessing array the details of which are below:
To clarify some of the common questions these arrays still take into account player skills, reprocess instantaneously and allow different ores and ices all to be reprocessed at the same time to save you time. Once your ores are in the array it’s as simple as right click reprocess and you have your minerals! The only limitation is that the intensive reprocessing array is limited to low security space.
Next up are compression arrays which are a replacement for item compression now that reprocessing T1 items is being made highly inefficient. Compression no longer requires blueprints and players will be refunded for them, additionally the whole process is being made more friendly and now only requires 100 units of the base ore to compress.
The new compression array works instantly with no cool down and as with the reprocessing array multiple types of ore can be compressed at the same time. An image of the new compression array is below:
Next up are a bunch of changes we already knew about including the removal of slots, the removal of remote BPO/BPC usage, the POS structure cost scaling which I wrote about yesterday. There is alos a brief mention of the restrictions on Starbase anchoring being removed so that players can anchor regardless of faction standing or system security status as well as a mention of the new 7 day timer for new corporations before you can anchor a POS.
We then move onto a repetition of the array and laboratory changes which can be found in my Crius patch notes. In the middle of this was a great little gem that I hadn’t heard about before a change to the way in which material discounts work the change is that the discount now applies to the whole job. This means that if something requires 10.5 Tritanium to build then building one would use 11 Trit whilst two would now cost 21 rather than the 22 it would currently. One exception here is singular items and hulls for example building 10 T2 cruisers at ME 10% will still require 10 T1 cruisers not 9. This gives a small advantage to mass production but won’t make any massive change to production costs. Rounding of materials in EVE works by always rounding up to the next significant digit regardless of the decimal value so keep this in mind too.
Right at the bottom of the blog there is also a brief mention of skill changes which mean that you only require anchoring 4 for POS gunning rather than 5 cutting down POS gunning to a week long train. There’s also a quick informational change that simply states Starbase assembly line settings have been taken away and won’t return in Crius so you can’t tax your corp mates for POS usage. An exciting little change is that both supply chain management and Starbase defence management are no longer required to manufacture in the same system and they simply provide a 5 jump remote installation distance up to level 5 which is 25 jumps. This now crosses regions too making it really easy to run POS out of different systems or even nip your PvP alt back close enough to home to install jobs.
The next new addition is actually quite exciting the introduction of a Thukker Component Assembly Array which provides an material reduction bonus of 10% and time reduction bonus of 25% for the construction of capital and advanced capital (jump freighter) components.
As you can see the array is limited to above 0.1 and below 0.4 security status meaning it’s a low sec only module. With the 10% bonus to manufacturing materials and 25% bonus to manufacturing time we should expect to see a lot of capital production moving its way to low sec. If you consider that for a jump freighter manufacturing the T2 components alone will see a saving in the region of 400mil then it’s inevitable that almost all jump freighter production will end up in low sec sooner or later. This profit will come at the risk of having your POS explode but inevitably it will be those that take the risks that will profit the most.