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CSM7 Summit Topic: Industry & Mining

First post
Author
Wolodymyr
Breaking Ambitions
#21 - 2012-05-18 20:00:00 UTC
So for the really new players who make all their money off of level 1 2 and 3 missions, who aren't pimped out enough to get into incursions.......

We might want to lower the material costs of T1 frigates, destroyers, and cruisers. Nothing that would really effect an established player. But just enough that a noob grinding level 2 missions can get his first tristian or vexor.

Doubling ship prices by kicking out the supply of minerals from drone poo and reprocessing is a moderate annoyance to established players. But it can be a game destroying kick in the head to newer players (who might be more likely to unsub)

If you don't believe me, go roll up a new alt on one of your two other character slots. Don't give it any cash at all. And try to make enough money to buy your very first cruiser.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Scatim Helicon
State War Academy
Caldari State
#22 - 2012-05-18 21:17:46 UTC
Mining is tremendously boring, simplistic, and un-interactive: fix that with new types of mining that encourage players to actually stay at their keyboards while they mine, and even co-operate with other players to perform different roles within more complex (and rewarding) mining operations.

"Target rock, press F1, do something else for half an hour" really doesn't cut it as a key feature of a sophisticated modern MMO.

Every time you post a WiS thread, Hilmar strangles a kitten.

Seleene
Body Count Inc.
Mercenary Coalition
#23 - 2012-05-18 21:28:37 UTC
Scatim Helicon wrote:
Mining is tremendously boring, simplistic, and un-interactive: fix that with new types of mining that encourage players to actually stay at their keyboards while they mine, and even co-operate with other players to perform different roles within more complex (and rewarding) mining operations.

"Target rock, press F1, do something else for half an hour" really doesn't cut it as a key feature of a sophisticated modern MMO.


While I think that the current mechanic should be left in (as much as is feasible) for people that find it ~relaxing~, the rest of what you say is pretty much exactly how I feel about it.

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Max Neumann
Duragon Pioneer Group
#24 - 2012-05-18 21:42:09 UTC
I would love to see a version of the Orca without the ship maintenance bay/ fitting service and trade that space fore a bigger cargo hold and ore bay. I don't suggest expanding the corp bay as i understand some would hate that.What?
Scatim Helicon
State War Academy
Caldari State
#25 - 2012-05-18 21:44:58 UTC  |  Edited by: Scatim Helicon
Seleene wrote:
Scatim Helicon wrote:
Mining is tremendously boring, simplistic, and un-interactive: fix that with new types of mining that encourage players to actually stay at their keyboards while they mine, and even co-operate with other players to perform different roles within more complex (and rewarding) mining operations.

"Target rock, press F1, do something else for half an hour" really doesn't cut it as a key feature of a sophisticated modern MMO.


While I think that the current mechanic should be left in (as much as is feasible) for people that find it ~relaxing~, the rest of what you say is pretty much exactly how I feel about it.

Yeah, I meant new interesting types of mining as well as the 'boring' kind - much like belt ratting still existed after the introduction of anomalies, if people really want to carry on with classic belt mining it shouldn't be taken away.

Every time you post a WiS thread, Hilmar strangles a kitten.

Zifrian
Federal Defense Union
Gallente Federation
#26 - 2012-05-19 00:07:10 UTC  |  Edited by: Zifrian
Thank you for your attention to this topic during the CSM meeting. As someone that thoroughly enjoys industry and mining in game and someone who is incredibly frustrated with the lack of attention to this area for some time, I’m happy to provide some input. I hope this helps with improving the industry part of the game.

I’ve basically organized this topic into the following sections:

Mining
Ships
UI (including PI)
T2 Production


Mining

High sec vs. Low/Null Sec
The basic issue I see with mining that I find is that there is little incentive for someone to move to null sec to mine over high sec. In short, for increased risk in high sec, you should get increased rewards. However, what instead happens is a huge pita to mine in null over high sec and the rewards do not really scale. While the change to drone poo was welcomed, there are still fundamental issues with mining in null sec. Consider the following list of pros and cons:

High sec mining
Pros – Rats can be tanked with light drones that fit into any mining barge; you can obtain perfect refining in every region and have access to 50% refining capability; given current mineral prices; you can earn 32 million isk per hour with a maxxed hulk; no need to tank your hulk for rats as they do not do enough damage to really matter if you are paying attention and allows max yield; hauling minerals you mined to station is easy and can sell quickly; can mine relatively afk for long periods of time.
Cons – hulkageddon and random gankers; no high end ore access

Null sec mining
Pros – high end ores, rorqual boosts and compression
Cons – Depending on system, the availability of high end ores varies or requires an upgrade that then requires consistent mining to maintain the ore level; lack of ore consistency – several belts have random ore types and do not include some at all. For example, I have no access to Kernite, Plagiclose, or Pyroxeres in natural belts, which are all sources of mexallon; rats require a tanked hulk (reducing yield) or an extra ship to tank/kill them; Reds in system; lack of decent base refining requires better skills and more training; ore tax on refineries that can be eliminated in high sec; shipping ore to a refining station can be several jumps requiring either compression or a freighter trip(!); markets are not as robust to sell raw ore quickly.

In short, why move to nullsec to mine? So I can mine a little Arkonor from the hidden belts to make a little more isk…except after 10% tax, lower yield on my hulk due to tanking, and the absolute pain in the butt to move ore and sell it? There isn’t a way to get people out of high-sec to null sec (forget about low sec) to mine.

Possible Solutions:
1 – Increase the number of asteroids in natural belts, include all variants for that faction and put drone regions in their own type of space that includes some sort of way to get all ores if need be (kernite, plag, etc). This isn’t going to be a heavy lift nor would it be unbalancing.
2 – Increase the amount of ore in hidden belts so that large corps do not have to fight over who gets the ABCM and who doesn’t. There is no incentive to leave high sec without access to the ABCM ores.
3 – Look at station refine rates and taxes to bring them to some sort of parity with high-sec or allow players to reduce the level of skill to get perfect refining. Perhaps look at paying station taxes with isk instead of ore – the issue isn’t being taxed, the issue is not having minerals to build ships with (yes I realize the corp that owns the station gets this).
4 – see ship suggestions below.

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Zifrian
Federal Defense Union
Gallente Federation
#27 - 2012-05-19 00:07:40 UTC  |  Edited by: Zifrian
Ships

Rorqual – why is it that to get bonuses by the biggest and best mining support ship in the game, we need to use it in siege mode to get said bonuses? An orca provides 5% bonus by doing nothing yet to get any bonus from the Rorqual you need to burn heavy water and put it in siege. Given that this ship costs 2billion isk, that’s kind of a kick in the face when you think about it. Suggest changing the bonus to 5% for all gang links when not in siege mode and 10% when in siege. This gets you orca bonuses without needing to buy an orca or go into siege. Finally, can we put minerals in the ore hanger? Pretty please?

Hulk – As said above, there is no need to tank a hulk in high sec (outside of hulkageddon, which probably still won’t matter overall depending on the number of gankers). In 0.0 you need to sacrifice your yield for additional tank to solo mine (yeah, I know it’s a MMO but sometimes you want to just mine and no one is on) either requiring a big tank or an alt. Both alternatives are not helpful to getting new players to null sec.

Solution is either to give the Hulk more mid/low slots or make a new mining ship. Upgrading the hulk won’t solve the problem because another low slot just allows another MLU for high-sec ships to have fun with.

Making a new mining ship is a possibility (which I know people hate but hear me out). The ship would have say, 4 strips, increased power grid, increased cpu and allow for tank+ max yield. Think several mids, 3 rig slots, and say 3 lows. Limit the ship to low/null sec and add limited jump drive capability (ie on the range of a black ops). Make it a capital mining ship that requires Capital mining ships and Exhumers 5 to use. On bonuses, perhaps allow the same as the hulk. This addresses several issues, 1 – increased yield in null sec for building ships to blow up, 2 – increased risk but increased reward (see mining above), 3 - better incentive to go to null sec and give a goal for new players that want to go with capital mining (you can’t really mine in a rorq), 4 – allows high sec to do the same thing it’s doing now, 5 – training time requirement makes it not a ship that just anyone will get easily – it’s the mining ship to have.

Covetor – Please for the love of all that is good and true, can you set the Astrogeology 5 requirement to fly this ship to 4??? Right now for new players, the progression is mine in a frig…move to an Osprey or Scythe…yay Retriever!...wait, WTF? I have to train how long to fly the next one and then after that it’s just a few hours to fly a hulk? LAME! Seriously, really a simple change that makes mining much more bearable for new players and doesn’t require everyone to basically train for a hulk to use – please do it!

Mining Rigs - other than mining drone rigs (which are hard to fit already for little bonus) there are none. Suggest adding yield, range, cap, and/or others and decrease penalty/increase bonus m3 for drone rigs.

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Zifrian
Federal Defense Union
Gallente Federation
#28 - 2012-05-19 00:10:58 UTC  |  Edited by: Zifrian
UI

The industry UI is horrible. You know this. In short, 90% of what people have a problem with is the click fest that is industry (I address PI below). So what do we do about it? First off, I’ve made the following suggestions several times and only once, after hounding a dev, did I get a reply. These should be *simple* changes.

  • Show number of manufacturing and invention/research jobs available in the blueprints tab of science & industry - i.e. Change Max Manufacturing Jobs 10 to Remaining Manufacturing Jobs 4/10 (showing 4 jobs left)
  • Right click for any blueprint, only show options that are available for that type. Right now you show all options. For example only show these options for the following types:
  • T1 Copy - Manufacture and Invent
    T2 Copy - Manufacture
    T1 BPO - Manufacture, Copy, Material Research, Time Research
    T2 BPO - Manufacture, Copy, Material Research, Time Research
    T3 BPC - Manufacture
    Relic (not a BP but same issue) - Reverse Engineering
  • Manufacturing - Add an option to manufacturing for T2 BPC's to 'Manufacture All' that automatically populates the Runs button with the max runs for the BPC. I.e. 10 for most items
  • Inventing- Click Flow, changes in bold: Right click, choose invent. CCP change - Highlight Pick Installation (Selecting OK doesn't make any sense here), double click select installation, CCP change - Highlight OK Button. CCP change - Highlight Accept Quote button
  • Manufacturing - Click Flow, changes in bold: Right click, choose manufacturing. CCP change - Highlight Pick Installation, double click select installation, CCP change - highlight OK Button.
  • On these click flow changes, it removes the number of clicks a user has to use and allows use of the enter button by highlighting the appropriate buttons.


Here are some ideas that might not be as easy:

  • Select multiple T1 Copies and right click to “Invent All”
  • Change the UI to use the lowest time industry slot. Right now you list all 20 – I don’t care. I just want the one that says “Ready” or the one with the lowest que time. Why even show the others? Sure it’s nice to know but maybe just display them in the accept box and automatically select the lowest time for me. Again, remove some clicks!
  • update the install dialog. When does anyone change the bp or location? Right click, build, runs and go. You can't build stuff without mats with the bp so it's much more complicated than it needs to be.
  • Allow remote manufacturing, invention, research for items in POS modules. It’s great to have a 50% bonus on invention but hell, not when I have to go back and forth to the POS all day! You added POSs due to the massive over queing, let us use them!
  • Reactions at a POS – I simply would not wish this on my worst enemy. The UI for using silos and reactions is horrible. Simply horrible. Unless you’ve made some updates recently, all I remember is that it is near impossible to tell what is going on (when it’s reacting), what is linked to what, or what time you have left to the next cycle. This is such an integral part to T2 and T3 production that it really deserves some attention. Just showing in the UI what the reactors are doing currently, adding a cycle time, and showing what each part is linked to for silo setups would be a huge improvement.


Planetary Interaction

First off, I’d like to say thanks for the work on this. I really enjoy PI and others do too. It’s a great concept and the effect on null space is just awesome imo.

OK, here’s the biggest issue – the clicking…the never…ending…clicking. Why do I have to click every single factory to do a schematic, then route it…then go to the place where the raw mats are stored, then click EACH one into the factory…? Ugh!

Solutions – Allow selecting several factory’s at once, (alt click? – control click makes links, which is awesome btw) and then select the schematic or ‘Create route’ then the final location. Same with inputs. Something to make this faster and less painful. Another option might be to do auto linking perhaps with a setting in the command center or something.

Other ideas:

  • Allow us to move extractors. Nothing more frustrating than having to destroy something you are just going to build again because you want to extract something else, then go through the head setup and all that again. Is it really going to kill the game to let us do this without burning isk?
  • Let us color code factories. I would love it to see on my production planet with 24 p2/p3 factories what groups I have set up and where…oh, purple is Superconductors…and yellow is biocells, right.
  • Let us name our planets in the Industry UI. Right now I don’t have a clue what I have on Planet IV…letting me name it to say “P4 production” would be great. If you think this is petty – think about those that do PI with 5+ characters.
  • Double the size/half the cpu/pg cost of the storage facility – thanks for the recent update but it’s still pretty useless over a Launchpad. PI is an isk sink when it comes to taxes to import/export all day long. Allowing storage on the planet that is really storage would be a great way to reduce the imports and exports from multiple planets. If I want to make P2 and P3 on the same planet, let us. We’ll get taxed anyway. Again, think PI with 5+ characters.
  • Add more skills – PI is really, really easy to max out. Unforgiven Storm’s post in this thread with a link to his other post has some really great ideas. Simple changes, please add. I’d love to be able to use a skill to increase the range of my extractors or lessen the cost of pg/cpu for things like…hey! Storage facilities! ;)

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Zifrian
Federal Defense Union
Gallente Federation
#29 - 2012-05-19 00:12:04 UTC  |  Edited by: Zifrian
T2 Production

I for one did a bunch of T2 in empire. Made a ton of isk. Even made a program to make more isk from T2 (see sig). So I have some experience in this area and I feel there are several places for improvement.

First – Please explain this: "We want to move T2 production more towards low and zero-sec." - CCP Soundwave https://forums.eveonline.com/default.aspx?g=posts&m=1230077#post1230077

What does he mean? I could read this several ways. One way would be that they want to move ALL T2 production to low and zero-sec. That is going to kill the market. Simply KILL it. There are so many moving parts to T2 production that breaking up market hubs will do nothing but make it harder to do and much more expensive. You said it in this thread – someone has to build the ships. Moving it all to null/low isn’t going to make that happen. You might want it to happen but the reality of the game is that industry people like doing what they do and honestly, they might not even want to go to null sec.

Another way to read that is that you want to ALLOW T2 to be MUCH (emphasis mine) easier in null and low sec. On that I totally agree. One thing I hate right now is that I can’t do invention in null sec with the ease I could in high sec. Wait, no….can’t really do it at *all* in null sec. You have to ship out data cores to invent…ok, not huge but ok. Then you have to get moon mats. Well some say, that’s where they come from silly! Have you ever reacted anything? Oh dear god it’s horrible (see above) and to make an item that takes one T2 component, you need several reactions just to one! For example, T2 scourge missiles (hugely popular item) require a graviton pulse generator, which takes 3 advanced materials. Those 3 are made with 8 intermediate materials. Those 8 require – 2 to 3 additional base moon materials each. So you can potentially be looking at about 20 different items you need to moon mine for just to make one item. Now look at making manticores. Yeah, it’s a pain. This is why Jita is so important to T2 production and why something needs to be done for null sec T2 production. Honestly, I’m not sure what. Hell, maybe just throw in some NPC delivery/courier service for T2 components only and call it good.

But in the end, T2 production in null/low sec = good thing, just don’t kill empire doing it.

Second issue with T2, yeah…I’m going to say it, T2 BPOs. I pretty much don’t have a huge issue with them but they are an issue. They exist and getting rid of them now doesn’t make any sense - I get it. Also, the number of items made with these BPOs are in markets that don’t really have too much demand (command ships for instance). But it’s when comparing them to invention that the inequality comes in. QQ noob you say? Well ok, but on the 21st you are moving datacores to the FW store all because you have a concern about this "passive income" stream. How does this not apply to T2 BPOs? Perhaps you haven’t experienced the pain of invention but the difference between those that have and those that do not is not insignificant. Case in point, the negative ME/PE on invented items really doesn’t make much sense. For instance, a Hulk BPC, 1 run costs about 17mil to invent. So yeah, a T2 BPO holder is making out on that. But compare a -4 ME copy to a 0 ME BPO and you are looking at ~50mil profit difference. That’s with no research at all. Say the owner spends the time to get the BPO to 5. Now it’s ~60mil (Over that it’s diminishing returns). Add to that the invention cost and you are looking at over 75mil in profit. So that’s really the issue here.

Solution: Add a formula that increases the ME/PE of the invented blueprint based on the ME/PE of the BPC. Scrapyard Bob suggested the following formula: T2 ME = Sqrt(T1 ME) – 5. So with a ME 100 BPC: Sqrt(ME 100) = 10, subtract 5 and you'd end up with a T2 BPC of ME 5. This is one idea, but I think it’s on the right track. This way the research matters for invention (right now it does not really outside of the T1 item if needed) and the T2 BPO’s can stay in game, still have the advantages they enjoy now (no datacores, no invention, clicky clicky maky isky) but the gap between those that own T2 BPOs and inventors won’t be as large.

T1 Copies – This is a huge bottleneck for T2 production. We don’t have access to enough copy slots in empire and this almost requires people to use POSs and adds its own problems. I guess increasing slots just allows more people to que with alts (guilty!) but something needs to be done. The “research POS” really only exists to do copies (and yes research but after it's done, they are done). That seems like an awful waste of time and effort.

R.A.M. use – Right now the R.A.M. items are just illogical…seriously, defying logic. You want to make 10 T2 items, you need 10 R.A.M.s. But hey, they only take 5% damage per run, shouldn’t I just need 1? Nope, you need 10 and you’ll like it! I just don’t get it. Imagine someone trying to do production at a POS that needs tons of these (and can’t repair them). Say you need 100 but only damage 10? How does that make any sense?

Solutions: One solution is to dump them all together. Problem solved. Yes, they have some sort of immersion/storyline factor but honestly, I’m not sure they will be missed. Another solution is to allow them to stack based on damage needed. Example above, if it takes 5% damage each run and you want to run 20 runs, then you need 1 R.A.M.


That’s all I have for now. Yes, all. I’m sure I have more, but I hope that gives you some insight into the industry world from someone who does a lot of it and contributes to your CSM meeting. Thanks for reading! Big smile

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Mara Rinn
Cosmic Goo Convertor
#30 - 2012-05-19 02:30:01 UTC
Scatim Helicon wrote:
Yeah, I meant new interesting types of mining as well as the 'boring' kind - much like belt ratting still existed after the introduction of anomalies, if people really want to carry on with classic belt mining it shouldn't be taken away.


Have a look at my Mining is Boring post, see if there's anything there of interest - particularly the idea of progressive enhancement + graceful degradation.
Skorpynekomimi
#31 - 2012-05-19 03:58:25 UTC
- Give an incentive to mine at the keyboard, beyond 'I might get ganked'.
- More disincentives to suicide ganking; it's cheap cowardly pvp.
- Continue to remove bots. I like the new mineral prices.
- Add a 'units sold in the last X units of time' function in the market, so it's easier to find what to make.

Economic PVP

Valerie Valate
Church of The Crimson Saviour
#32 - 2012-05-19 06:41:24 UTC
advanced mass production/ advanced laboratory operation, change to +2 slots per skill level, so you end up with 16 max. Because 11 is an awkward number.


Industry inside a corporation needs corporate roles looked at.

someone who only needs to be able to manufacture some ammunition, shouldn't need to have the corporate roles, POS roles and access that allow them to drunkenly/maliciously/accidentally screw up some far more important things involving assembly arrays and corporate hangar contents.

"boss, i got drunk and accidentally cancelled a supercap job when i was trying to deliver 10000 rounds of EMP S. sorry :("
should be preventable.

Even something like industry divisions, would go a long way to help with this.


Mining ships, if any more defences are required, then, they should have more hull hp, a lot more, at the penalty of not being able to fit hull reps. Concept of difficult to destroy completely, but expensive to repair if damaged.

Doctor V. Valate, Professor of Archaeology at Kaztropolis Imperial University.

Revolution Rising
Last-Light Holdings
#33 - 2012-05-19 06:57:34 UTC  |  Edited by: Revolution Rising
Frankly there are PLENTY of ideas up on these forums already.

  • Put t2 minerals into 0.0 - as a balance feature as well as allowing mining corps obvious game progression, CONSIDER putting high end minerals in low-sec.

  • Fix Spodzilla in the grav sites in 0.0. If a PVP player goes to make some money
  • 1) he doesn't need a scan probe launcher to find a site he just hits his scan button.

    By comparison miners need to scan down a grav site and then... IF they can find one...

    2) The PVPer can complete the site ON HIS OWN IN MINUTES.

    By comparison it takes a group of 10 guys at least a day minimum to mine the site out and most of that is WASTED EFFORT because of spodzilla in the belt - no belt will respawn until the old one is gone.
    As a result people cherry pick and it makes the entire situation useless for others who wish to mine as a social or money making venture because they then have to mine spodumain for 3 days.

  • Fix Industrial queueing for research, invention and production. There has to be a better way than logging on once every 2 hours to change jobs. Batches please.

  • Put some in-game tools in place to allow mining corps to PAY THEIR MINERS AUTOMATICALLY - If I want to buy trit from my miners at -10% jita price, I should be able to set those prices and accept ore AUTOMATICALLY.

  • We should not be spending HOURS dealing with contracts and working out each contract and seeing if it's accurate or not. Throw the ore into a specified hangar, pay the miner from a specified wallet. Deal done. Why is this so hard?

  • Consider putting corp contracts and mining payouts in place in your new modular POS's - some people don't HAVE stations to do this in - they have a POS and a Rorqual.

  • Give us a ******* break <- and i'm dead serious on this idea. You don't give a ******* thought to what happens to industry every time you make a change to the game.
  • POS Fuel prices have almost doubled since PI came in thereby increasing the income gap between people that have and have not got t2 bpo's.
    T3 BC's ganking in empire without any HP buffs to transports or freighters.

    Some peoples' lives in-game are made a living hell every time you do this ****. (No I have not been ganked but it IS common sense).

  • T2 BPO's - Seriously, you guys are full of so much **** on this issue.

  • You are complete hypocrits when you change datacores because you're worried about passive income and you got rid of SHUTTLES, ******* SHUTTLES - because they were creating an "artificial tritanium price ceiling". Yet, we don't see the problem with a bunch of objects in the game that just MAGICALLY MAKE **** EVERYONE ELSE HAS TO PAY FOR.

    Everyone knows why you ignore this issue. Players have spent RL money to buy in-game items and to have those then taken away would be a terrible marketing strategy. What will the MMO Bloggers say?!?

    However, as this is a FAR WORSE problem than any shuttle that was ever sold by an NPC, you may as well just bite the god damn bullet and give the bad news. Sooner rather than later would be better ALL AROUND.

    If you want to destroy the items and give those players fair MARKET VALUE for the bpo's in question - so be it. Solve the problem. Giving us this "what problem?" line is utter nonesense and anyone with half a brain knows it.

    Give me a break ... once again.

  • Perhaps the odd industry ship that's not just used to pick up pieces (salvage ships) left after PVPers are finished shooting stuff is called for occasionally - only going to show how little you think about this side of the game CCP.


I'd like to thank the CSM for putting this thread up. It shows things ARE being done. It was entirely frustrating watching mittani appease industry with drone regions nerfs and saying "that will fix mining" which was entirely untrue.

I'm not sure if he was just ignorant or completely understood he was once again killing industry, but I'm glad of the change and the chance for CSM to push things in this direction a little.

.

Lord Zim
Gallente Federation
#34 - 2012-05-19 08:07:17 UTC
Revolution Rising wrote:
thereby increasing the income gap between people that have and have not got t2 bpo's.

[...]

  • T2 BPO's - Seriously, you guys are full of so much **** on this issue.
  • You know, it's never good to envy someone for no good reason.

    Cyno's lit, bridge is up, but one pilot won't be jumping home.

    RIP Vile Rat

    Anshu Zephyran
    Knavery Inc.
    #35 - 2012-05-19 08:25:55 UTC
    I posted my ideas on my blog, so I'll just summarize here and assume that people who want the details can click the link.


    • Merge Mining Barge and ORE Industrial skills. Mining barges are industrial ships made by ORE, right?
    • Make hull repair modules not-worthless. In fact, make them a bit better than armor reps, since you'll be in hull by the time you turn them on.
    • Redo the size (in m3) of Strips and mining crystals to something sane and consistent.
    • Introduce new modules, new drones, and new anchorable structures to give players more tools and options
    • Make the mining barges less ****, and make them all useful. The Procurer can be the fast and nimble one that mines quickly; the Covetor the big, tough, slow one that can park in a belt and not move; and the Retriever can be the middling one, slower than the Procurer but not as tough as the Covetor.
    Nevigrofnu Mrots
    Goonswarm Federation
    #36 - 2012-05-19 09:16:26 UTC
    Anshu Zephyran wrote:


  • Merge Mining Barge and ORE Industrial skills. Mining barges are industrial ships made by ORE, right?



  • this makes 100% sense, but maybe is better on the balance ships topic
    Tarkelan
    Konzil der Drei
    RAZOR Alliance
    #37 - 2012-05-19 10:05:11 UTC
    The ores in lowsec need a change to make them more profitable. So maybe adjust the mineral mix of lowsec ores might be a solution.

    Remove T2 BPOs. They are just to powerful and keep in mind that CCP made some really bad moves when they were introduced.

    Keep track of the changes to the acquire datacores and adjust the system if needed.

    The production and science related UIs could use some love to lower the amounts of clicks to get something runing.
    Lord Zim
    Gallente Federation
    #38 - 2012-05-19 10:06:13 UTC
    Tarkelan wrote:
    Remove T2 BPOs. They are just to powerful and keep in mind that CCP made some really bad moves when they were introduced.

    Says who?

    Cyno's lit, bridge is up, but one pilot won't be jumping home.

    RIP Vile Rat

    Tarkelan
    Konzil der Drei
    RAZOR Alliance
    #39 - 2012-05-19 10:28:29 UTC
    It's related to a T20 years ago and a certain lottery. So CCP was involved long, long ago.

    BPOs can be researched to use less recources and time. The invention system can do similar things with specific items which are far more expensive than the inital research on a BPO in the long run.

    So remove the T2 BPOs or skip invention and sell the T2 BPOs by NPC to everyone who wants them. Could be a nice ISK sink.
    Lord Zim
    Gallente Federation
    #40 - 2012-05-19 10:32:59 UTC
    Tarkelan wrote:
    It's related to a T20 years ago and a certain lottery. So CCP was involved long, long ago.

    BPOs can be researched to use less recources and time. The invention system can do similar things with specific items which are far more expensive than the inital research on a BPO in the long run.

    So remove the T2 BPOs or skip invention and sell the T2 BPOs by NPC to everyone who wants them. Could be a nice ISK sink.

    So you're pulling the T20 card to get something removed from the game when it's been shown repeatedly that what you gain in material usage in most markets, inventors gain in production speed, which means that in most markets the price limiting factor isn't the BPO owners, but the people inventing and producing off of BPCs.

    Cyno's lit, bridge is up, but one pilot won't be jumping home.

    RIP Vile Rat