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m Change project Manger in the project type description to creator, as the intro says it could also be done by the CEO or a director. remove "currently in game", relative time reference see UniWiki:Manual of Style/Words to watch |
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=== Assets in space === | === Assets in space === | ||
This is a list of assets owned by the corporation "in space", such as [[Citadels]], [[Engineering Complexes]], [[Player Owned Customs Office]]s and [[ | This is a list of assets owned by the corporation "in space", such as [[Citadels]], [[Engineering Complexes]], [[Player Owned Customs Office]]s and [[POS]] equipment. | ||
=== Corporation orders === | === Corporation orders === | ||
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After a Corporation is made the CEO, Director, and Project Manager can create Projects. Corporation Projects are a tool that enables corporations to provide their members with direction and rewards. They do this by paying out when pilots do activities the project specifies. | After a Corporation is made the CEO, Director, and Project Manager can create Projects. Corporation Projects are a tool that enables corporations to provide their members with direction and rewards. They do this by paying out when pilots do activities the project specifies. | ||
There are twelve types of projects | There are twelve types of projects. These were expanded from five in the Havoc expansion<ref>https://www.eveonline.com/news/view/havoc-expansion-notes</ref>. The general structure of a project is some type dependent optional restrictions to focus the project, a total limit on the number of times the project will be paid out, a name/title, a description, an AIR Opportunities category, and a per time payout. Each project can get a project hangar where the deliveries need to be made to to be recognized. | ||
The types of Projects are: | The types of Projects are: | ||
* {{co|lightgreen|Capture Faction Warfare Complexes:}} This allows the | * {{co|lightgreen|Capture Faction Warfare Complexes:}} This allows the creator to specify the complex type, solar system, faction to capture for, and the total number of captures that will be paid out on the project. | ||
* {{co|lightgreen|Damage Capsuleers:}} This allows the | * {{co|lightgreen|Damage Capsuleers:}} This allows the creator to specify the entity (Faction, Alliance, Corp, Character) who's ships are to be damaged, ship type, solar system, and total number of damage points that will be paid out on the project. | ||
* {{co|lightgreen|Defend Faction Warfare Complexes:}} This allows the PM to specify the complex type, solar system, faction to defend for, and the total number of | * {{co|lightgreen|Defend Faction Warfare Complexes:}} This allows the PM to specify the complex type, solar system, faction to defend for, and the total number of defenses that will be paid out on the project. | ||
* {{co|lightgreen|Deliver:}} This allows the | * {{co|lightgreen|Deliver:}} This allows the creator to specify the item type, destination, and the total number of items that will be paid out on the project. | ||
* {{co|lightgreen|Destroy Capsuleer's Ship:}} This allows the | * {{co|lightgreen|Destroy Capsuleer's Ship:}} This allows the creator to specify the entity (Faction, Alliance, Corp, Character) who's ships are to be destroyed, ship type, solar system, and total number of ships that will be paid out on the project. | ||
* {{co|lightgreen|Destroy Non-Capsuleers:}} This allows the | * {{co|lightgreen|Destroy Non-Capsuleers:}} This allows the creator to specify the solar system, and total number of destroyed NPC ships that will be paid out on the project. | ||
* {{co|lightgreen|Manual:}} This is for projects that are not easy to automate the payouts. It has no specifiers other than the limit. | * {{co|lightgreen|Manual:}} This is for projects that are not easy to automate the payouts. It has no specifiers other than the limit. | ||
* {{co|lightgreen|Manufacture:}} This allows the PM to specify on whose behalf the | * {{co|lightgreen|Manufacture:}} This allows the PM to specify on whose behalf the job must be run (self, corp), item type, destination station/structure, and the total number of items that will be paid out. | ||
* {{co|lightgreen|Mine Materials:}} This allows the | * {{co|lightgreen|Mine Materials:}} This allows the creator to specify type of mineral, solar system, and total units of minerals that will be paid out. | ||
* {{co|lightgreen|Remote Boost Shield:}} This allows the | * {{co|lightgreen|Remote Boost Shield:}} This allows the creator to specify the entity being remote shield boosted (Faction, Alliance, Corp, Character), ship type, solar system, and total healing hit points that will be paid out. The ISK is paid to the pilot doing the remote boosting. | ||
* {{co|lightgreen|Remote Repair Armor:}} This allows the | * {{co|lightgreen|Remote Repair Armor:}} This allows the creator to specify the entity being remote repaired (Faction, Alliance, Corp, Character), ship type, solar system, and total healing hit points that will be paid out. The ISK is paid to the pilot doing the repairing. | ||
* {{co|lightgreen|Scan Signatures:}} This allows the | * {{co|lightgreen|Scan Signatures:}} This allows the creator to specify the signature type, solar system, and total scanned signatures that will be paid out. | ||
There is a limit of 100 active projects. When a project is created, all the ISK for the future payouts is escrowed from the active wallet, and the payouts to the pilots are taken from the escrow fund. When cancelled any remaining funds in the escrow are returned to the wallet. | There is a limit of 100 active projects. When a project is created, all the ISK for the future payouts is escrowed from the active wallet, and the payouts to the pilots are taken from the escrow fund. When cancelled any remaining funds in the escrow are returned to the wallet. | ||