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Harvest Dream - Reworking how ressources are gathered in EVE

Author
Syrias Bizniz
some random local shitlords
#1 - 2016-08-19 21:58:54 UTC  |  Edited by: Syrias Bizniz
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TL;DR can be found HERE



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First things first. Listen to https://soundcloud.com/ccpgames/eve-online-below-the-asteroids and set to autorepeat.
Now we can start!





EVE Online is all about building your dreams and wrecking your foes' dreams. Year after year we are getting more and more tools to do the latter, in ever new ways, with ever new ships - but we rarely get anything new in order to build our dreams. Yes, we did get manufacturing revamp, we did get Citadels, we will get Industrial Arrays, and we will eventually get player built Stargates. But these things aren't the materials to build our dreams. They are the means through which our dreams come true. And to build them, we use minerals, we use planetary commodities, we use harvested gas, salvaged scrap, and we use moon materials.

All of them are harvested in unique, but utterly one dimensional ways:
In the case of mining, gas harvesting and salvaging (hacking falls under this aswell), we lock a target, press a button in our HUD and then things happen, and after the cycle we get some items into our cargohold. These items are predictable in the case of mining & gas harvesting, and random in nature but all within the same group of materials in salvaging & hacking.

In the case of planetary interaction and harvesting of moon materials, it's not even an active undertaking by the player. What players need in order to harvest these materials is a set of structures, set them up - either in space, open for attack by other players on a moon, or unattackable on the surface of a planet - and then give it time. The structures will automatically harvest the materials, put them into their built in storage bays, where they then wait for the player to return and pick them up.

After this come the steps needed to create goods that can be used by players to make their dreams come true. These steps expand into a multitude of different paths to turn the materials into something new, some of them are easy and instant, like reprocessing ice into ice products, some take player input and then time until baked things come out like manufacturing or moon reactions.

This is not about these steps though. This is about the initial harvesting of ressources and only about the initial harvesting of ressources.

After all, every dream of ourselves we build and built in EVE Online was only possible because we are able to gather the ressources for them in the first place. Maybe not by sitting in an asteroid belt mining the minerals we need to build our spaceships, but at least by paying some other player to do that for us. Even destroying our enemy's dreams requires us to have these ressources in the first place. Nothing in EVE can be done out of thin air, even doubling ISK in Jita Local requires someone else to first generate that ISK, and for that he needs a ship which has to be built by someone.


Everything we can do in EVE we can only do because someone, some time, put effort in and harvested some ressources. And for years, the very means to harvest the ressources have stayed the same one dimensional and repetitive tasks where the only real player involvement of optimization is through choices and changes in setup, but not in optimizing the mechanic itself by himself. A ratter / mission runner / combat explorer can change his tactics, his strategy in how he clears his objectives. Shoot the dangerous guys first, only shoot the important guys, shoot what's necessary in order to tank the NPCs and clear them out all, how he has to move on grid in order to achieve these things etc., these pilots can make and have to make so many decisions which directly impact their income.

A harvester can only make sure his equipment is running all the time. He can't blitz an asteroid field. He can't blitz gas harvesting. He can't blitz planetary interaction, he can't blitz moon harvesting. All he can do is maximize his income through the actions he takes before starting the actual harvesting process: fitting out his ship, looking for the right spot, organizing the moving of the harvested goods.

The actual harvesting itself is binary: On or Off.
No in between. There is no running in 45% efficiency because you don't clear out the spodumain rocks first. There is no 98% efficiency because you decided to overheat your gas harvesters in the right moment. There is no playerinput required in order to make harvesting more rewarding for those who aim for high efficiency. Everything is determined by setup. Every variable of the equation is absolute. You either mine Veldspar, our you mine Arkonor. You either collect Toxic Metals, or you collect Noble Gases. You either harvest Dysprosium, or you harvest Titanium. You never harvest a mixture of it that is unique in it's proportions and concentration of all the materials out there. You never get to really prospect an asteroidfield and look for peaks of a certain ore, or the spots which have the highest overall density of valuable ore.


Let's change this
And through this change, make it a set of professions in which everyone may strive for excellence if he wishes to do so. Let's bring depth into the very foundation on which every single dream in EVE Online builds and is built.
Syrias Bizniz
some random local shitlords
#2 - 2016-08-19 21:59:07 UTC  |  Edited by: Syrias Bizniz
What does it take to make harvesting a rewarding challenge, always in motion and never the exact same turnout?
The removal of Asteroids (and others) as entity with known attributes.


Why? An Asteroid only carries one ore within it.
It either comes in normal form, in 5% increased yield, or 10% increased yield. It's 100% predictable what will end up in your cargohold after one cycle of your module - and thus it's value is 100% predictable. This is true for ore, ice, gasclouds, moon materials, planetary materials, and even in hacking (you can scan the containers). In PvP, in PvE, and in probing nothing is 100% predictable. You don't know how much damage your turrets will deal in your next hit when you move at a certain angle. Because of this, you won't be able to tell whether or not your opponent will be destroyed when your next shot gets fired. You have a rough idea how much dps you will do. You have a rough idea of how different piloting affects your chance to hit. You have a rough idea of how you have to pilot your ship to avoid getting tackled. But nothing is 100% predictable, and that is what makes it thrilling, fun and rewarding. There are many chances to learn from mistakes and become a better pilot, and this is what we need in harvesting.

As a real life analogy, just look at mining there. The soil and ground has to be surveyed. There has to be actual work put in to figure out where to start the mining operation. And once the explosives go off, the wheel loaders start loading the trucks, it's not pure gold they load. It's dirt, rocks, gold, silver, copper and other metals and minerals. It's always a mixture, and often only the abundance of other metals in the ore are what make the mining operation itself profitable.


How can this be done in EVE?

Create ressource fields (in following: RF) that have a randomly distributed density of several minerals. The density or concentration can be affected by things like security status of the system, region the system is in, planettype (or moontype?) the RF is at, the type of the sun that is in the system, environmental effects of systems. So there are many possibilities to create a "preset" to determine the average value of a RF, and then we can randomize the local density of the RF to create hotspots within it. There can also be different types of RF, for example Icefields, which a huge abundance of ice within it and very low traces of minerals. Asteroid fields, with huge abundance of minerals, maybe also moon minerals, low amounts of ice. Gas or dust clouds, with different sets of minerals or boosters aswell, maybe even overlapping an asteroid or ice field. The technology should be there already: CCP introduced such fields into planets, and today we can do PI on these planets.

How do we harvest these RF?
Obviously, locking it becomes hard, especially when it's supposed to have hotspots. So you simply can't lock it! There is also no need to lock it. Very recently, CCP has done a huge leap forward in gameplay mechanics. An astronomical leap. We are today able to point modules or our ships or our fighters to a distinct coordinate in space by pressing the module / pressing a button and select the point of space we want to travel to. The modules, namely Doomsday Device and Burst Projector, even have an effect at the target coordinate (and the way along)! We can take these very mechanics and make Stripminers, Gas Harvesters, Ice Miners / Harvesters and Mining Lasers use them. And at the target coordinate, there is a sphere of influence, a "hitbox" if you want so, and it collects ore /minerals / materials based on the concentration the RF has at this coordinate. The distribution of the minerals relative to each other is maintained and broken down into the m³ per cycle the module has, and after each cycle, materials resembling the field's distribution are added to your cargohold. Bonus: We could make this the so long sought after "Ring Mining", where you fly to the rings around planets, prospect them and harvest them.

What else has to happen for this?

  • All ore/ice/gas volume has to get normalized. Every bit of ore/ice/gas has the same volume, but maintains it's yield per m³. This has to happen so the distribution of the ressources can be alternated in very small nuances and already impact a player's income if you only mine 1km apart from someone else.

  • Prospecting the RF has to be more than just pressing a button (Survey Scanner) and getting the amount of ore that's still left to mine. The technology is, again, already here, and it is again available in PI. Here you have indicators of abundance of different materials that are available on the planet, and can play around with the scanner to show where stuff is. Take this functionality and add it as a feature to ships, or the Survey Scanner module. There could even be ships specialised in picking up a higher resolution signal from it's scanner, providing a better view of the RF.

  • Ability to communicate distinct coordiantes in space "on the fly" with the fleet members of your mining operation. Possible through for example a visual indicator through a targetpainter (pointing it at that spot, creating a visual effect at target), or a proble launcher that sends a little marker to the coordinate you want. This allows a mining operation to have designated "Probers" which survey the RF for the good spots and communicate it to the fleet, which for example is unable to survey the RF with a high resolution, or simply unable to fit the Survey Scanner for other reasons, like fitting choices. Create teamplay opportunities, create niches!
Syrias Bizniz
some random local shitlords
#3 - 2016-08-19 21:59:53 UTC  |  Edited by: Syrias Bizniz
What can we hope for through this?


A more engaged harvesting & gathering expierience.
Imagine telling your friends about EVE Online and how you're the biggest mineral supplier in your alliance of hundreds of people, and that your contribution to the alliance is what keeps the pilots fighting, as you deliver the minerals for every ship and every turret and every round of ammo they use.

Your friends are amazed by your story, want to take part in it, sign up, just to figure out: You lock a thing, press a button and that's it. That's f*cking it. There is nothing more to it. All you do in mining is lock a thing so a picture shows up on the screen and then you press a button and your ship does things. On 40 accounts. It doesn't sound appealing, now does it?

Now imagine how your friends would react once you tell them they should grab this ship, here is the scanner, this is how you use it, we are looking for these types of ore, now go out there and prospect all the ressource fields and find the good spots, so we can come over and run a profitable mining operation because YOU, the new guy to EVE, did the work to find the honeypots among the several dozen star systems your alliance controls and are responsible for billions of ISK in profit.

Meanwhile in highsec, some little guy is really happy, cause he found a small deposit of highly concentrated high-end ore in the middle of a random asteroid field around a planet in a remote system. Noone else knows of this deposit, as it can only be found when you are right there, surveying the RF. He decides to mark the spot - and sell it for a nice little sum! He then moves on in his "Prospect" class mining frigate and looks for other riches, either exploiting them himself or selling them to the highest bidder. And to the second highest bidder aswell. And maybe some more.


Easier access towards all ressources.
Miners can now find and gather metals currently only found on the surface of moons. These metals could for example be bound into alloys, and need to be reprocessed before they can then be used to create T2 components. Alliances who currently generate income through moons will then generate income through the reprocessing going on in their Citadels / Industrial Arrays.
Miners all over New Eden can now also find minerals currently not available in their regions, such as moon metals in highsec, high-end ore in high-sec, harvestable gas for boosters in constellations where it doesn't spawn currently. Allthough in very small concentrations over the whole area, sometimes in concentrations rivaling current maximum income for miners in nullsec, albeit only small volume.


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Things this form of mining ideally would apply to:

  • Ore
  • Ice
  • Gas

  • Things this form of mining could apply for:

  • Moongoo
  • (Partially) Planetary Materials


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Things to add (and probably make first):

  • Some pictures on how this could look ingame. Expect some bad paint skills.

  • More detailed mechanics, especially on yield.
Syrias Bizniz
some random local shitlords
#4 - 2016-08-19 22:00:43 UTC  |  Edited by: Syrias Bizniz
Summary (TL;DR):

  • Revamp ressource harvesting, so mining becomes interesting (and some accidental gameplay changes).
  • F*CK Asteroids, everything is a cloud of rock and gas and ice now ("Ressource Field", RF). Every cloud could contain every single type of ore, ice, gas, moongoo, PI base materials, but abundance gets determined by many factors like region, security, sun-type, etc. etc.

  • Ressource Fields can be prospected by using a Survey Scanner, works pretty much like PI surveying, showing you distribution (and hotspots) of different ressources

  • Strip Miners work like new DD/Burst Projectors: Point at space, activate. Doesn't collect individual ressources like now (You lock Arkonor, you get Arkonor), but instead picks up everything in the concentration/distribution at target location (Strip Miner's "hitbox"), spread across the m³/cycle of the miner.






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I'd be very happy about a vivid discussion supported by arguments. I'm sure there are a lot of points people don't agree with.

This post will also be used to add links to interesting contributions.


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Interesting postings:
Lay thy eyes upon this field and see, it is barren. For now.
Kenneth Fritz
DND Industries
#5 - 2016-09-07 09:31:10 UTC
Read the whole thing and I like your idea (BTW good call on the music).


The topic is being beaten to death, raised from the dead only to beaten again. So I apologize butI just got done reading a bunch of threads on this trying to get any more info as well as a feel for how the community is taking it.

Rorquals could play a huge role in a set up like you described having the ability to offer high res scans of the RF sites in a system. Similar to how the PI scan works now. All other ships need to be on station to do this where as the rorqual can do it from anywhere in system. Or perhaps give that functionality to one of the new arrays being fielded soon. Yeah the guys in the other site aren't getting the boosts because they're off grid but you save them oodles of time having scanned down and fed their ships the scan data.

I see many, many opportunities for active and invovled game play with this. I truely hope one of devs sees this and actually tries to make use of it.

I say go ahead and pit PI and moongoo in these RF sites. You just make the concentration higher the closer they are to where they were originally obtained under the current system. Like you said ring would become an excellent spot to find PI and the asteroid belts near moon for moongoo as your static or green sites. Then you add random pockets that are highly affected by the composition of the system celestial bodies that form up as probe or red sites. These would contain higher concentrations of your rarer base amterials and ores despite being smaller in size and amount of matterials. Or conversely huge with a light density where you gather less per hitbox. But after harvesting the whole thing you could end up fair amounts of the really good stuff.

All on the fly and not as well thought out as what you have but perhaps this can add some fuel to the fire your cooking these ideas with.

Who's your end of the world buddy?