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Mining ships and EVE design philosophy.

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baltec1
Bat Country
Pandemic Horde
#221 - 2013-02-13 17:44:32 UTC
ashley Eoner wrote:
When you max tank a mackinaw you lose yield too. So there's your trade off. You tank up you hurt your yield which is working as intended.


Right no you dont need to fit any tank at all to be unprofitable to gank in a mack. Where is the tradeoff again?
ashley Eoner
#222 - 2013-02-13 17:47:19 UTC
baltec1 wrote:
ashley Eoner wrote:
When you max tank a mackinaw you lose yield too. So there's your trade off. You tank up you hurt your yield which is working as intended.


Right no you dont need to fit any tank at all to be unprofitable to gank in a mack. Where is the tradeoff again?
Your beef is with CCP as they clearly stated that they didn't intend for exhumers to be profitable to gank. That said you can still easily gank an untanked mackinaw in highsec.

baltec1
Bat Country
Pandemic Horde
#223 - 2013-02-13 17:53:16 UTC
ashley Eoner wrote:
Your beef is with CCP as they clearly stated that they didn't intend for exhumers to be profitable to gank. That said you can still easily gank an untanked mackinaw in highsec.



They said you shouldn't be able to gank the bare hull for profit. This is the second time I have had to tell you this.

Also if there is no profit to be made then people will not gank them.
La Nariz
Aliastra
Gallente Federation
#224 - 2013-02-13 17:55:07 UTC
baltec1 wrote:

Also if there is no profit to be made then people will not gank them.


It is as if there is a reason ganking exhumers is at a historic low...

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Mallak Azaria
Caldari Provisions
Caldari State
#225 - 2013-02-13 18:00:21 UTC
ashley Eoner wrote:
Of course CCP also said that none of those should be profitable to gank. So your el cheapo ganking alts are worthless. Deal with it.


At the base level. None of us are denying the fact that suicide ganking a completely unfitted Hulk with a Catalyst & profiting from it was a little silly, but that doesn't change the fact that many miners made themselves profitable to gank regardless by either not fitting a tank, or putting deadspace shield booster on them. CCP eventually acknowledged that miners in general were too greedy to fit a tank & gave them exactly what they wanted. They now literally have their cake & eat it too.

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Kate stark
#226 - 2013-02-13 18:04:29 UTC
Mallak Azaria wrote:
ashley Eoner wrote:
Of course CCP also said that none of those should be profitable to gank. So your el cheapo ganking alts are worthless. Deal with it.


At the base level. None of us are denying the fact that suicide ganking a completely unfitted Hulk with a Catalyst & profiting from it was a little silly, but that doesn't change the fact that many miners made themselves profitable to gank regardless by either not fitting a tank, or putting deadspace shield booster on them. CCP eventually acknowledged that miners in general were too greedy to fit a tank & gave them exactly what they wanted. They now literally have their cake & eat it too.


not really, we just don't have any "utility" to give up, unlike combat ships.

we don't need tracking enhancers, tackle, ewar, etc. also you can't just pick "max yield" or "tank" because both modules go in different slots. the only way to limit fitting both would be to reduce cpu/pg. which then forces you to leave empty slots, which is just stupid.

Yay, this account hasn't had its signature banned. or its account, if you're reading this.

La Nariz
Aliastra
Gallente Federation
#227 - 2013-02-13 18:08:22 UTC
Kate stark wrote:

not really, we just don't have any "utility" to give up, unlike combat ships.

we don't need tracking enhancers, tackle, ewar, etc. also you can't just pick "max yield" or "tank" because both modules go in different slots. the only way to limit fitting both would be to reduce cpu/pg. which then forces you to leave empty slots, which is just stupid.


Mining ship's three traits are cargo hold, yield, and tank. The mining ship can give up tank to get better yield, like most miners were doing prebuff. Now though with the EHP buff I agree with you, ore bay's can't be messed with and they already come intrinsically tanked. So the EHP buffs for the mack/hulk (to a lesser degree the T1 variants of those) need to be rolled back, yields need to be adjusted and the ore bay's need to be expandable. This would allow you to make trade-offs again.

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Kate stark
#228 - 2013-02-13 18:28:38 UTC  |  Edited by: Kate stark
La Nariz wrote:
Kate stark wrote:

not really, we just don't have any "utility" to give up, unlike combat ships.

we don't need tracking enhancers, tackle, ewar, etc. also you can't just pick "max yield" or "tank" because both modules go in different slots. the only way to limit fitting both would be to reduce cpu/pg. which then forces you to leave empty slots, which is just stupid.


Mining ship's three traits are cargo hold, yield, and tank. The mining ship can give up tank to get better yield, like most miners were doing prebuff. Now though with the EHP buff I agree with you, ore bay's can't be messed with and they already come intrinsically tanked. So the EHP buffs for the mack/hulk (to a lesser degree the T1 variants of those) need to be rolled back, yields need to be adjusted and the ore bay's need to be expandable. This would allow you to make trade-offs again.



giving up something to gain something else isn't achieved through modules any more, it's achieved through changing ship. i think, here lies the problem.

the ship rebalance was completely horrible and needs to be looked at again, and if it isn't my faith in ccp will take a dent, however i appreciate all other ships need looking at before they can dedicate time to a second mining barge balance pass.

the entire issue is the fact that ccp has removed the choices from how you fit your ship, to which ship you are flying. it's impossible to make trade offs because the ships stats/bonuses mean even if you fit ship X with Y modules it's worse than ship Z. so, just use ship Z and ignore fittings for the most part.

the issue though is that if you give the choice back to fittings instead of what ship you're sitting in, we'll see a new king miner of "which one can fit the most stuff" and then the other two will once again fade away. there's, imo, no way to balance the three ships around "a tank ship" "a yield ship" and "a ship with a big ass". because it removes the entire point of having fittings. they need to go back to the original roles of "mercoxit miner" "ice miner" and "everything else" miner. sure then all you'd see in belts are hulks maybe, but now you know how a hulk is fit, because you know it's got a paper thin tank, and you know it's got a high yield. that wasn't true before the rebalance. you didn't know if it was packing mlus, damage control and bulkheads, or cargo expanders. it was actually a surprise unless you had a scanner.

i don't really know how to solve the issue, but it's plain as day that there's an issue that needs solving. the easy solution is just scrap the mack and the skiff, give the hulk a way to expand it's ore bay, give it more cpu/pg and then let players fit the ship how they want to mine. there's a reason each race has one freighter, it's because once you've filled the role of "hauls lots of ****" you don't need more ships. just like when you fill the role of "mines ore" you don't need another ship.

Yay, this account hasn't had its signature banned. or its account, if you're reading this.

La Nariz
Aliastra
Gallente Federation
#229 - 2013-02-13 18:37:39 UTC  |  Edited by: La Nariz
Kate stark wrote:

Giving up something to gain something else isn't achieved through modules any more, it's achieved through changing ship. i think, here lies the problem.


I agree and I think by addressing this they can add more possibilities for mining specialization. If you have three ships for three different purposes and three trade-offs that can be made you get far more possibilities than if you have three ships for three different purposes and one fit for no trade-offs. (9 versus 3)

Kate stark wrote:

The ship rebalance was completely horrible and needs to be looked at again, and if it isn't my faith in ccp will take a dent, however I appreciate all other ships need looking at before they can dedicate time to a second mining barge balance pass.

The entire issue is the fact that CCP has removed the choices from how you fit your ship, to which ship you are flying. It's impossible to make trade offs because can't do it because the ships stats/bonuses mean even if you fit ship X with Y modules it's worse than ship Z. So, just use ship Z and ignore fittings for the most part.


You hit exactly on the issue at hand here and CCP will fix it if enough people raise the issue. Like that one dude said I'd prefer CCP give these things a thorough work through and put out a good polished fix instead of band-aids. I assume this exhumer "rebalance" was a band-aid.

Kate stark wrote:

The issue though is that if you give the choice back to fittings instead of what ship you're sitting in, we'll see a new king miner of "which one can fit the most stuff" and then the other two will once again fade away. There's, imo, no way to balance the three ships around "a tank ship" "a yield ship" and "a ship with a big ass". Because it removes the entire point of having fittings. They need to go back to the original roles of "mercoxit miner" "ice miner" and "everything else" miner. Sure then all you'd see in belts are hulks maybe, but now you know how a hulk is fit, because you know it's got a paper thin tank, and you know it's got a high yield. That wasn't true before the rebalance. you didn't know if it was packing mlus, damage control and bulkheads, or cargo expanders. It was actually a surprise unless you had a scanner.

I don't really know how to solve the issue, but it's plain as day that there's an issue that needs solving. The easy solution is just scrap the mack and the skiff, give the hulk a way to expand it's ore bay, give it more cpu/pg and then let players fit the ship how they want to mine. There's a reason each race has one freighter, it's because once you've filled the role of "hauls lots of ****" you don't need more ships. Just like when you fill the role of "mines ore" you don't need another ship.


If they do the rebalance right their won't be a new "king miner." There will most certainly be a best fit for a certain activity but it won't be the mackinaw for everything. I don't like to reduce diversity so I think scrapping two ships is a bad idea but you can see my idea for fixing the mining ships in the OP. We definitely know that the "rebalance" destroyed miner diversity.

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Guttripper
State War Academy
Caldari State
#230 - 2013-02-13 19:15:24 UTC
La Nariz wrote:
I know reading is hard for npc alts so I'm going to leave this here.

And here I thought you were better than this La Nariz.

I have read many of your posts over many threads and never once did I tell myself, "**** what this guy is saying since he is only a Goon." Often I was in agreement and noted a different angle you mentioned that I did not consider previously.

Earlier in this same thread, you answered a devil's advocate question I had with a straight answer.

Yet when other posters were disagreeing with your statements, you decided to go for the belittling cheap shot when I noted what I considered a leap of logic.

Oh well, should have eventually expected it from a Goon.
La Nariz
Aliastra
Gallente Federation
#231 - 2013-02-13 19:28:37 UTC  |  Edited by: La Nariz
Guttripper wrote:
La Nariz wrote:
I know reading is hard for npc alts so I'm going to leave this here.

And here I thought you were better than this La Nariz.


Guttripper wrote:

Slight correction - CCP Greyscale was talking about a specific module that for years has had both an active and a passive resist included. Then out of the blue, he decided it needed to be changed, did not mention it until others noted the change, and then acted all nonchalant with a "whatever" attitude towards those criticizing the change.

Perhaps you can related that module design = ship design, but I see them as two different design philosophies.

Please carry on though. Thanks.


I'll toss you a bone here and reconsider whether that post was trolling:

La Nariz, from the OP wrote:

First to state this thread is not about the hardener change, I couldn't care less about that and you shouldn't either.


CCP Greyscale wrote:

EVE fitting is about trade-offs, not about having your cake and eating it.


I quoted all of the major post CCP Greyscale made so I feel that the context was not required as it is in the plain text. CCP Greyscale is clearly speaking about fitting design and later he does get into module design. My argument is that CCP Ytterbium's "rebalance" of mining ships has completely eliminated the trade-offs for mining ships and I have posted a solution in the OP.

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Kate stark
#232 - 2013-02-13 19:45:01 UTC
agreed, if they do the rebalance right there won't be a new "king miner". i don't want to see two ships get scrapped, however i'd also hate to continue to see ships have no place outside of your hangar like the skiff currently experiences. if we look at the data from one of the more recent dev blogs all the skiff does is mine mercoxit (still) and i've come to the wild conclusion that it's simply easier to switch to a ship with very little yield loss due to the rebalance, than it is to refit a hulk to mine one asteroid per grav site. (i mean, it makes sense, right?)

i don't think CCP were wrong to try and rebalance the exhumers first. in fact i'm glad (even as a miner) that they did exhumers first, and got it wrong, so they could learn lessons from it and not mess up the combat ships. just so long as they remember that they need to return to exhumers, at some point.

i honestly don't know the solution to this issue, but it probably has something to do with moving choices back to fitting rather than ship selection and giving the ships new "roles" that aren't based around what modules offer. part of me thinks that maybe going back to ice/ore/mercoxit roles would be better, and then adjust slots/cpu/pg accordingly to allow us to fit for tank yield and cargo once again.

Yay, this account hasn't had its signature banned. or its account, if you're reading this.

Guttripper
State War Academy
Caldari State
#233 - 2013-02-13 20:15:41 UTC
Initially I was referring to when RubyPorto said (cut and paste):

"CCP Greyscale's vision of how ships should be balanced (see the OP)"

when your original post was linked to the module thread. Since many people do not jump to other threads, much less read the whole thread and just the most current posts before they just spew their opinion on the current matter, perhaps I worded it wrong, but I was stating that CCP Greyscale was talking about a module change and not a ship alteration. I was not directing this statement at you La Nariz but at others, including RubyPorto, since yes, it could be reasoned that CCP Greyscale would feel very similar about fitting modules with their pros and cons compared to overall ship fitting designs with their pros and cons. But your original link was to CCP Greyscale talking about a module change whereas RubyPorto was stating the above quote. A good debate and discussion should not be undermined what may be considered a twist of schematics by those that do not agree.

But for the record, I feel the Mack is quite overpowered. My mining friend, after reading from your corporation on how to survive Hulkaggeddon and proceeded to gear and skill for survival, felt very slighted by CCP when they made such a drastic change. Still will take out that "brick Hulk" every now and then, but gets annoyed by how easy it has become for others.

And Kate Stark offered some good insight that I agree with.
La Nariz
Aliastra
Gallente Federation
#234 - 2013-02-13 20:24:56 UTC
Kate stark wrote:

i honestly don't know the solution to this issue, but it probably has something to do with moving choices back to fitting rather than ship selection and giving the ships new "roles" that aren't based around what modules offer. part of me thinks that maybe going back to ice/ore/mercoxit roles would be better, and then adjust slots/cpu/pg accordingly to allow us to fit for tank yield and cargo once again.


Take a look at the solution in the OP and let me know what you think of that.

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Alavaria Fera
GoonWaffe
#235 - 2013-02-13 20:25:44 UTC
Guttripper wrote:
La Nariz wrote:
I know reading is hard for npc alts so I'm going to leave this here.

And here I thought you were better than this La Nariz.

I have read many of your posts over many threads and never once did I tell myself, "**** what this guy is saying since he is only a Goon." Often I was in agreement and noted a different angle you mentioned that I did not consider previously.

Earlier in this same thread, you answered a devil's advocate question I had with a straight answer.

Yet when other posters were disagreeing with your statements, you decided to go for the belittling cheap shot when I noted what I considered a leap of logic.

Oh well, should have eventually expected it from a Goon.

I'm sure there's another NPC corp alt out there who will lose all faith in [GEWNS] after seeing this post.

And the next one after that.

And the one after that too.


Lose ALL the faiths.

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Kate stark
#236 - 2013-02-13 20:58:55 UTC
La Nariz wrote:
Kate stark wrote:

i honestly don't know the solution to this issue, but it probably has something to do with moving choices back to fitting rather than ship selection and giving the ships new "roles" that aren't based around what modules offer. part of me thinks that maybe going back to ice/ore/mercoxit roles would be better, and then adjust slots/cpu/pg accordingly to allow us to fit for tank yield and cargo once again.


Take a look at the solution in the OP and let me know what you think of that.


-Revert all EHP buffs.
as a stand alone idea, terrible. in conjunction with other ideas, it has potential. the skiff's problem is that the level of tank it has is simply not needed because the mackinaw, and maybe even the hulk have more than enough ehp to deter gankers. if the skiff kept it's +2 warp stability, that would have gone a long way to making it more viable for mining in "hostile space" as hostile space doesn't have concord and therefore being able to warp away is arguably more important than having a big tank. however, that's also a discussion for another time and place.

-Set skiff tank at untanked BS level, set hulk tank at untanked cruiser level, and set mackinaw tank at untanked cruiser level.
i have no idea what an untanked cruiser or BS has in terms of raw ehp numbers. so i'm going to slightly skip over this and say the same as i did for ehp buffs, bad on it's own but may work well with other changes.

-Set hulk yield to high, set mackinaw yield to low, and set skiff yield to low.
-Set mackinaw cargo hold to high, set hulk cargo hold to low, set skiff cargo hold to low.

i agree with these. instead of the "high/med/low" setup we have now (which only the skiff follows, and thus skews the mackinaw in favour of FOTM due to it's high/med/med setup) we should simply say "every ship has X cargo, Y yield, and Z tank. then give each ship a CONSIDERABLE boost to x, y, or z, depending on what we want to do, then let fittings decide the "medium" stat.

hence, you could have high yield, medium cargo and low tank meaning you'll arguably be making the most isk/hour (massive yield and not docking up too often) or high cargo, medium yield and low tank (decent enough yield, almost never docks) but for your isk printing machines you're flying a paper tank vulnerable to people who just want to see your tears.

however, the problem is both yield and cargo mods fit in low slots. so you'll never be able to pick cargo AND yield. it'll be cargo OR yield. which means you'll always fit tank else mid slots will be left. it's a difficult thing to balance.

-Allow enough fitting resources slots/pg/cpu to permit differing levels of compensation for these three factors. For example someone with no fitting skills will be able to increase one of the low stats to below average or specialize having one stat be extremely high at the expense of the others. A person with moderate fitting skills would be able to generalize including what a no fitting skills trained person could do. A person with amazing fitting skills would be able to the same as listed prior to a greater magnitude.
to be blunt; i can't see how it can be done, especially when you have to make this work for all 3 ships. it's a nice idea i guess, i just can't see it making the transition from good idea to existing inside the game.
not to mention, fitting for yield already compromises your tank due to CPU constraints.

-All of this also applies to T1 stuff.
i assume you mean t1 ships, as in mining barges. to which i say; of course, it's only natural that should happen.

-Add rigs for gas mining.
no, i honestly don't think it would add anything to the game. time could be better spent elsewhere.
having said that, there is no gas equivalent of an MLU or an IHU, so perhaps a gas harvesting upgrade low slot module instead of a rig.

alternatively, if we want to make gas mining "better". t2 venture. same bonuses, extra turret and high slot, maybe more ore bay enough cpu/pg to fit an extra gas harvester. basically, a venture with 50% more gas yield, and maybe more ore bay space.
requires mining frig V, gas harvesting V, maybe space ship command V as well, who knows.

Yay, this account hasn't had its signature banned. or its account, if you're reading this.

La Nariz
Aliastra
Gallente Federation
#237 - 2013-02-13 21:07:38 UTC  |  Edited by: La Nariz
Kate stark wrote:


-Revert all EHP buffs.
as a stand alone idea, terrible. in conjunction with other ideas, it has potential. the skiff's problem is that the level of tank it has is simply not needed because the mackinaw, and maybe even the hulk have more than enough ehp to deter gankers. if the skiff kept it's +2 warp stability, that would have gone a long way to making it more viable for mining in "hostile space" as hostile space doesn't have concord and therefore being able to warp away is arguably more important than having a big tank. however, that's also a discussion for another time and place.

-Set skiff tank at untanked BS level, set hulk tank at untanked cruiser level, and set mackinaw tank at untanked cruiser level.
i have no idea what an untanked cruiser or BS has in terms of raw ehp numbers. so i'm going to slightly skip over this and say the same as i did for ehp buffs, bad on it's own but may work well with other changes.

-Set hulk yield to high, set mackinaw yield to low, and set skiff yield to low.
-Set mackinaw cargo hold to high, set hulk cargo hold to low, set skiff cargo hold to low.

i agree with these. instead of the "high/med/low" setup we have now (which only the skiff follows, and thus skews the mackinaw in favour of FOTM due to it's high/med/med setup) we should simply say "every ship has X cargo, Y yield, and Z tank. then give each ship a CONSIDERABLE boost to x, y, or z, depending on what we want to do, then let fittings decide the "medium" stat.

hence, you could have high yield, medium cargo and low tank meaning you'll arguably be making the most isk/hour (massive yield and not docking up too often) or high cargo, medium yield and low tank (decent enough yield, almost never docks) but for your isk printing machines you're flying a paper tank vulnerable to people who just want to see your tears.

however, the problem is both yield and cargo mods fit in low slots. so you'll never be able to pick cargo AND yield. it'll be cargo OR yield. which means you'll always fit tank else mid slots will be left. it's a difficult thing to balance.

-Allow enough fitting resources slots/pg/cpu to permit differing levels of compensation for these three factors. For example someone with no fitting skills will be able to increase one of the low stats to below average or specialize having one stat be extremely high at the expense of the others. A person with moderate fitting skills would be able to generalize including what a no fitting skills trained person could do. A person with amazing fitting skills would be able to the same as listed prior to a greater magnitude.
to be blunt; i can't see how it can be done, especially when you have to make this work for all 3 ships. it's a nice idea i guess, i just can't see it making the transition from good idea to existing inside the game.
not to mention, fitting for yield already compromises your tank due to CPU constraints.

-All of this also applies to T1 stuff.
i assume you mean t1 ships, as in mining barges. to which i say; of course, it's only natural that should happen.

-Add rigs for gas mining.
no, i honestly don't think it would add anything to the game. time could be better spent elsewhere.
having said that, there is no gas equivalent of an MLU or an IHU, so perhaps a gas harvesting upgrade low slot module instead of a rig.

alternatively, if we want to make gas mining "better". t2 venture. same bonuses, extra turret and high slot, maybe more ore bay enough cpu/pg to fit an extra gas harvester. basically, a venture with 50% more gas yield, and maybe more ore bay space.
requires mining frig V, gas harvesting V, maybe space ship command V as well, who knows.


I did not state any hard numbers because I expect CCP to do the testing/balancing so it all becomes a working product for the rest of us. CCP Fozzie has done a great job balancing combat ships so far and I'm pretty sure he can handle mining ship balance regarding slots/pg/cpu. I agree that none of those should be done on their own, they all need to happen at once. The gas mining thing is to add more specialization right now there is only specialization for ice and ore but not gas. It would allow more trade-offs and more diversification for mining ships.

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Kate stark
#238 - 2013-02-13 21:23:48 UTC  |  Edited by: Kate stark
i'm sure fozzy will wave his magic wand and make the numbers stack up nicely.

however there's still the issue of yield and cargo mods hogging the low slots. the possible solution came to mind just after i posted and it was making ore bay expanders fit mid slots then you can pick between cargo or yield and still fit a tank in the same way you pick between damage/tracking mods and shield tanking or ewar/tackle mods and armour tanking.
especially since we're going to be using ore bay expander mods for ore bay expansion so i think it's acceptable for us to put them in the mid slots. (although it does kinda break the whole "low for hull upgrades, med for electronic stuff" system they have going on. but we can just pretend the ore bay is some kind of electronic compression unit for ore, some kind of tardis or something equally sci-fi that we can say to justify it)

also this opens up the orca to being slightly overpowered by allowing it to retain a huge 200k tank from 2 low slots (dcu and bulkheads) and then fit FOUR of the new ore bay mods to modify the biggest ore bay you can find in high sec. however, i don't really see an issue with giving the orca masses of space in an ore specific bay, it's not a "real" cargo bay and thus won't encroach on the freighter's domain.
then again, quick maths says if the ore bay expander is 25% more space, 4 of those is something like a 144% increase, on a 50k ore bay... 122k ore bay after modules. add the 40k corp hangar, i think roughly 50k regular cargo space at max skills and cargo rigs for a total of 210k cargo for ore, which is only 30k higher than a current orca fit for cargo (with an extra 100k+ more tank)

La Nariz wrote:
The gas mining thing is to add more specialization right now there is only specialization for ice and ore but not gas. It would allow more trade-offs and more diversification for mining ships.


to address this point, i'll say the obvious; barges can't harvest gas.
i don't see a problem with that. i like the venture being "the gas ship" however, as the gas ship what modules do you put in the low slot? if you're in wormholes i guess maybe some sensor boosty module thing to make it harder to scan you, low sec you can put a warp stab on it just incase.. something? or a damage control to give you like, 200 ehp extra...

there's really nothing "useful" to put in that single lone slot on a venture when you mine gas, i think a gas harvesting upgrade module for the low slot would be a better alternative to a rig.

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Cyan StormForge
Doomheim
#239 - 2013-02-13 23:11:44 UTC  |  Edited by: Cyan StormForge
My input as a miner & indy pilot:


All politics aside, the Goon and a few other posters are right; the current mining ship stats need to be re-aligned. The Mack is too close to a Hulk in yield, has a bit too much 'free' tank and the Skiff now has little purpose.

To some extent, I liked the pre patch set-up, using these ships in both their original roles and in their intended roles. However, I strongly believe that having the addition of the Venture (the new mining frigate) to the mix, could set the stage for a more permanent solution.

Now that we have a mining frigate, it's time to create a mining cruiser and eventually a mining BC- these are your new hisec mining ships. Note: the new BC would be designed for either heavy ore mining and ice harvesting, and the new cruiser for gas or ore. We then add a new gas harvesting (GH) rig, or give the new cruiser a GH cycle bonus.

All T-1 Barges & and Exhumers would be removed by ORE as outdated designs. All current T-2 Barges & Exhumers would either be moved to WH, LS, or Null or would have no applicable bonuses in hisec usage, thus putting the Skiff back into it's Mercoxit role. The Orca would remain a key industrial, mining, and/or support platform across all fields, although, new features and a more modern design could be added. Implant and boost bonuses could remain relatively unchanges, with perhaps some minor skill additions or changes.

This appraoch would allow several important things to happen:


1. Re-alignment of the supply, demand, and price of common ores, ice, and gasses and perhaps allow the addition of new materials and/or technologies.
2. Simplify and streamline the current mining ship roles, while adding new and possibly exciting features.
3. Give players a better reason to 'want' to leave hisec simply because the Exhumer class 'will' be king outside of hisec.
4. Would create a new middle ground between hisec safety & pirating, as well as allow CCP to develope new hazzards to or isk sinks for the hisec mining profession that are not directly 'regulated' by special interest groups.

Lastly, the threat and thought of being ganked (risk vs reward) isn't always a pleasant one, but it serves a very important purpose- it keeps players moving around within the confines of the EVE universe. But with the release of that mining patch, there appears too be too many players mining and settling within hisec systems that rarely ever had more than 10-15 people in them at a time.This could mean one or more of the following: 1. there has been an incredible gain in new players to the game. 2. there has been a large shift from one or more empires to one or more empires.3. there has been a huge shift from low or nullsec to hisec.

Regardless of how you look at it, my point is that the physical confines of the EVE universe isn't getting any larger and this is a huge problem for those of us who play solo, want to relax by taking a few loads of ore in, or those who simply want to do their own thing in the relative safety of hisec. It is definately affecting the availability of resources, has to be influencing the markets, and can't necessarily be a good thing for isk to plex sales. These things will be and are stressing out a lot of dedicated and veteran players who at some point, may just decide that EVE no longer offers them what it is they want from a game.
Vaerah Vahrokha
Vahrokh Consulting
#240 - 2013-02-14 01:01:17 UTC
La Nariz wrote:
I have no idea why you decide to always go off on tangents whenever you are losing an argument...


... because then I can cause you to post a sensible (ineffective but sensible) suggestion like what you say in the next post:


La Nariz wrote:

Functioning suggestion while retaining tiericide:

-Revert all EHP buffs.
-Set skiff tank at untanked BS level, set hulk tank at untanked cruiser level, and set mackinaw tank at untanked cruiser level.
-Set hulk yield to high, set mackinaw yield to low, and set skiff yield to low.
-Set mackinaw cargo hold to high, set hulk cargo hold to low, set skiff cargo hold to low.
-Allow enough fitting resources slots/pg/cpu to permit differing levels of compensation for these three factors. For example someone with no fitting skills will be able to increase one of the low stats to below average or specialize having one stat be extremely high at the expense of the others. A person with moderate fitting skills would be able to generalize including what a no fitting skills trained person could do. A person with amazing fitting skills would be able to the same as listed prior to a greater magnitude.
-All of this also applies to T1 stuff.
-Add rigs for gas mining.


It's much higher quality stuff than what RubyPorto says.
I find it's still ineffective, because there is a very simple First Law of the Miner:

"the mining ship with the largest ore hold is the king".

Second Law of the Miner:

"miners will forfeit earning > 20M per hour mining minerals while they'll be glad to AFK mine ice for 5M per hour".

This is due to many factors discussed to tears in the past but in the end this is the crude reality.
So, setting Mack cargo to high => Mack is king even with bad tank.
Getting Macks totally farmed => Retriever takes the crown off the Mack.

Hulk and Skiff and their T1 counterparts are just out any, ANY, A N Y hope.

Instead, all the mining ships have to be given the same potential ore hold (potential as in, one might need 2 mods to achieve it, another 3...) and the specialization only be about the tank vs yield. Even then, the mining ship sporting the same ore hold but higher yield will win hands down. Because things work like that, period.

But at least you'd finally have a king that can be popped.