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Goo in the belts.

Author
jimmy alt
Perkone
Caldari State
#1 - 2012-08-15 14:52:23 UTC
So Moon goo in the belts and making T2 production similar to T3 production in the respect that all materials have to be actively procured by players before going to a tower for reacting. I think this would be a missive sovereignty space equalizer.
Jim Era
#2 - 2012-08-15 14:54:51 UTC
You are not my alt

Wat™

highonpop
KarmaFleet
Goonswarm Federation
#3 - 2012-08-15 14:59:44 UTC  |  Edited by: highonpop
I like the idea of adding pockets of raw materials around the system, but idk about putting moon goo in belts.

Personally I like the idea of having pockets that need to be scanned (like a grav site) that contain raw materials other than minerals. Maybe have sites that have platinum, cobalt, etc...


Have the availability of these pockets work just like grav sites in SOV territory. Tie it to the the Industry index of that system and an IHub upgrade similar to the Ore Prospecting Array. Also make it so that certain areas of space spawn sites with certain moon minerals in them (like ice belts)

This would still make certain regions more valuable than others, which is good for the game as it adds property value to the real estate you are sitting on, which makes it worth pew pewing for

FC, what do?

Roll Sizzle Beef
Space Mutiny
#4 - 2012-08-15 15:00:31 UTC
Ring mining is not like today's belts.
Denidil
Cascades Mountain Operatives
#5 - 2012-08-15 15:09:33 UTC
Roll Sizzle Beef wrote:
Ring mining is not like today's belts.


actually we don't know anything about it.

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Virgil Travis
Non Constructive Self Management
#6 - 2012-08-15 15:13:46 UTC
Goo

Unified Church of the Unobligated - madness in the method Mamma didn't raise no victims.

James Amril-Kesh
Viziam
Amarr Empire
#7 - 2012-08-15 15:24:05 UTC
Having moon materials free to mine without having POS set up at a moon is an absolutely terrible idea. It eliminates a major incentive for conflict in low and null.

Enjoying the rain today? ;)

Cadfael Maelgwyn
Doomheim
#8 - 2012-08-15 15:26:52 UTC
Watch out, or the goo will get you.
Roll Sizzle Beef
Space Mutiny
#9 - 2012-08-15 15:27:41 UTC
James Amril-Kesh wrote:
It eliminates a major incentive for conflict in low and null.


You mean like controlling the space in which specific belts form? Noooo, that wont drive conflict at all.
Where are all the timers to worry about!? Thats not 0.0 at all.
Herr Hammer Draken
#10 - 2012-08-15 21:38:16 UTC
James Amril-Kesh wrote:
Having moon materials free to mine without having POS set up at a moon is an absolutely terrible idea. It eliminates a major incentive for conflict in low and null.


Question exactly how much conflict is going on over moon goo in null? Last I heard nobody is fighting over it.

Herr Hammer Draken "The Amarr Prophet"

Frying Doom
#11 - 2012-08-15 21:44:21 UTC
James Amril-Kesh wrote:
Having moon materials free to mine without having POS set up at a moon is an absolutely terrible idea. It eliminates a major incentive for conflict in low and null.

You mean it eliminates a massive source of income for little effort. If it was a MAJOR source of conflict for low and null, they both would not be ghost towns and any you would still need POS to process the raw materials.

It would just be an active income source rather than a passive one and it would mean that players gain the profits of the resources not alliances.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Syler Puuntai
Nomadic Asylum
#12 - 2012-08-15 21:48:36 UTC  |  Edited by: Syler Puuntai
James Amril-Kesh wrote:
Having moon materials free to mine without having POS set up at a moon is an absolutely terrible idea. It eliminates a major incentive for conflict in low and null.


Depends on amounts. So long as moon mining produces the majority and having gathered being a scarcity it really doesn't disincentivize controlling moons. So long as they are profitable.

Frying Doom wrote:

You mean it eliminates a massive source of income for little effort. If it was a MAJOR source of conflict for low and null, they both would not be ghost towns and any you would still need POS to process the raw materials.

It would just be an active income source rather than a passive one and it would mean that players gain the profits of the resources not alliances.


I take it you have never ran reaction chains in deep 0.0. They are far from being passive.
Lin-Young Borovskova
Doomheim
#13 - 2012-08-15 21:52:07 UTC
Herr Hammer Draken wrote:
James Amril-Kesh wrote:
Having moon materials free to mine without having POS set up at a moon is an absolutely terrible idea. It eliminates a major incentive for conflict in low and null.


Question exactly how much conflict is going on over moon goo in null? Last I heard nobody is fighting over it.




Heard say'in someone lost 16 SC's because they were bored and didn't even wanted those. Lol

brb

James Amril-Kesh
Viziam
Amarr Empire
#14 - 2012-08-15 21:52:26 UTC
Herr Hammer Draken wrote:
James Amril-Kesh wrote:
Having moon materials free to mine without having POS set up at a moon is an absolutely terrible idea. It eliminates a major incentive for conflict in low and null.


Question exactly how much conflict is going on over moon goo in null? Last I heard nobody is fighting over it.

Last I heard we're fighting over it up in Tribute.

Enjoying the rain today? ;)

Frying Doom
#15 - 2012-08-15 22:15:14 UTC
Syler Puuntai wrote:
James Amril-Kesh wrote:
Having moon materials free to mine without having POS set up at a moon is an absolutely terrible idea. It eliminates a major incentive for conflict in low and null.


Depends on amounts. So long as moon mining produces the majority and having gathered being a scarcity it really doesn't disincentivize controlling moons. So long as they are profitable.

Frying Doom wrote:

You mean it eliminates a massive source of income for little effort. If it was a MAJOR source of conflict for low and null, they both would not be ghost towns and any you would still need POS to process the raw materials.

It would just be an active income source rather than a passive one and it would mean that players gain the profits of the resources not alliances.


I take it you have never ran reaction chains in deep 0.0. They are far from being passive.

Yes and they are far from active.

You know like actually having to be there to make isk.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Russell Casey
Doomheim
#16 - 2012-08-15 23:45:40 UTC
Make sure this goo only spawns in highsec.
Surfin's PlunderBunny
Sebiestor Tribe
Minmatar Republic
#17 - 2012-08-16 00:37:09 UTC
Russell Casey wrote:
Make sure this goo only spawns in highsec.


http://i48.tinypic.com/2yuc3lz.jpg

"Little ginger moron" ~David Hasselhoff 

Want to see what Surf is training or how little isk Surf has?  http://eveboard.com/pilot/Surfin%27s_PlunderBunny

James Amril-Kesh
Viziam
Amarr Empire
#18 - 2012-08-16 01:37:45 UTC
Frying Doom wrote:
Syler Puuntai wrote:
James Amril-Kesh wrote:
Having moon materials free to mine without having POS set up at a moon is an absolutely terrible idea. It eliminates a major incentive for conflict in low and null.


Depends on amounts. So long as moon mining produces the majority and having gathered being a scarcity it really doesn't disincentivize controlling moons. So long as they are profitable.

Frying Doom wrote:

You mean it eliminates a massive source of income for little effort. If it was a MAJOR source of conflict for low and null, they both would not be ghost towns and any you would still need POS to process the raw materials.

It would just be an active income source rather than a passive one and it would mean that players gain the profits of the resources not alliances.


I take it you have never ran reaction chains in deep 0.0. They are far from being passive.

Yes and they are far from active.

You know like actually having to be there to make isk.

Yeah, because the moons just print money, it's not like you actually have to set up the POS, defend it, and truck the materials on up to highsec in order to make money off of them.

Enjoying the rain today? ;)

Barrogh Habalu
Imperial Shipment
Amarr Empire
#19 - 2012-08-16 07:35:45 UTC  |  Edited by: Barrogh Habalu
James Amril-Kesh wrote:
Having moon materials free to mine without having POS set up at a moon is an absolutely terrible idea. It eliminates a major incentive for conflict in low and null.

The main OP's idea is to make mining those materials into a tank that require active participation. Bonus points if it'll be fun to do. POS setup is important, fine, there are limitless ways to make POS in that particular system neccessary for this sort of activity, but without making it passively mine materials over time.

While they still need reaction, logistics and stuff, it's not like it's reactions that are bottleneck of this production.

Speaking of effort put into assets protection, well, many things require different people to be involved. Some defend position, some produce stuff...

Eh, disregard that, just a few wild thoughts.