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[New structures] Market Hubs and Drilling Platforms

First post First post
Author
Elyia Suze Nagala
Republic Military School
Minmatar Republic
#281 - 2016-10-19 18:07:55 UTC
A Drilling Platform should play one or more roles, depending on its Service Module components.

a. Moon mining
b. Spawning asteroid belt anomalies
c. Creating system wide bonuses for mining operations
d. Acting as PI booster or upgrade
e. Compressing raw materials

So here's a break down, again, these roles are based on service module sections.

Moon mining: Extraction of moon goo, works much the same way as current moon mining via POS equipment. Would be best if the mechanics of deployment required anchoring on a Moon for obvious reasons.

Asteroid anomalies: When equipment with this module and anchored on a moon or planetoid it would extract materials or break cunchs off forming asteroid belts in place around the structure. When coupled with some defensive modules this would make mining in ships such as a Roqual in null and wormhole space much safer, as the Roqual can effectively be on grid with the station for added protection.

Mining Bonuses: Acts as a system wide resource gathering command center, applying bonuses to mining operations in some fashion and/or altering system wide anomaly spawning mechanics.

PI interactions: This module would apply additional bonuses to planetary resource gather operations. It could work like an upgraded customs office as well.

Mineral compression: Works similarly to how current POS compressors do now.

The overall scale and cost of these should be similar to the industrial complexes that will be released as part of Ascension.
PopeUrban
El Expedicion
Flames of Exile
#282 - 2016-10-19 21:26:56 UTC
Character customization should just be part of the character sheet and completely removed as a station service.

It is a completely fluff system with no taxable benefit. There's no reason to specialize it in one or another. It'd be like telling people they can only apply SKINs in certain stations, despite having already made the obviously better choice of allowing purely cosmetic modifications wherever you want, including space.

Having it as a "selling point" for a single structure class is dumb unless the items equipped visually on a character have some functional purpose. And they don't.
13kr1d1
Hedion University
Amarr Empire
#283 - 2016-10-26 01:17:12 UTC
PopeUrban wrote:
Character customization should just be part of the character sheet and completely removed as a station service.

It is a completely fluff system with no taxable benefit. There's no reason to specialize it in one or another. It'd be like telling people they can only apply SKINs in certain stations, despite having already made the obviously better choice of allowing purely cosmetic modifications wherever you want, including space.

Having it as a "selling point" for a single structure class is dumb unless the items equipped visually on a character have some functional purpose. And they don't.


Having it unbound to stations doesn't serve a purpose either. You want the service accessable anywhere. How about selling stuff directly out of your ship hold onto market, or allowing people to join faction warfare and leave it in the middle of space, etc?

There's gameplay reasons to keep things tied down. Restrictions are, in fact, content, because it shapes how you play the game and how you feel about the game.

If you could just instantly gratify yourself, you wouldn't play.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Avarice Jones
Hedion University
Amarr Empire
#284 - 2016-10-29 15:26:15 UTC
I guess for me it's about replacing current mechanics. The term drilling platform creates some ideas already that it should be involved directly in the process similar to how moon mining works.

Replacing the POCO with a drilling platform should be module based that takes fuel to power, but essentially runs planetary launch vehicles to and from PI launch bases. The vehicles should run straight line from launch platform in planet to drilling module and a charge per launch or unit moved can be imposed.

  • This allows competition from multiple source to same planet allowing pricing competition
  • creates incentive to shoot down competition that is undercutting prices for transfer services
  • Materials can be accessible from an external hanger that cannot be accessed while docked or tethered if current risks for collecting materials are desired.
  • As an addition or alternative to external hanger is the concept of a transport drone that can be scrambled or bubbled en route from planetary surface to platform or vice versa. The drone will continue to slow boat through bubbles, but should be interceptable with relative ease since launches can be on demand.
  • should be relatively low fuel cost to keep running to encourage PI and competition/attacks on drilling platforms.


Replacing Moon mining: This should also be another collection mechanic similar to PI, but done from the drilling platform itself and require an online and fueled module. Limitations for moon mining should include mechanics similar to PI performed from the drilling platform where you scan the moon, select targeted areas and set time to collect before new program is run. Just as in PI areas of availability or overlap between different people seeking the same resource will reduce availability. Limitations can include launching a automated mining probe to a location to start mining. Power/CPU limitations can function similar to how PI works. Each moon mining module should have limitations on how much Power/CPU they can put into one or more mining probes to conduct the extraction operation. So an operator could select any moon in system that had been previously scanned (moon probes or do it with drilling platform) and launch extraction probes on one or more moons depending on limitations of Power/CPU module has. This limitation can be changed by security rating, rigs, etc.

  • Allows more interactive moon mining
  • Introduces direct economic competition to moon resources
  • Should limit who can use the module through permissions settings. Module may even only open up high-slot special moon nano-factory launcher so someone has to take control of platform to set up/change moon mining. This forces trade-off between defense and moon mining


Replace reactions: This should be simplified greatly. Reactions should be BP driven. Create modules for each type of reaction type (hopefully very limited) and allow them to be created as industry jobs following similar mechanics for industry. They should be considered a manufacturing job run by a person or create new skills (chemical engineering, etc) that lets people create more jobs. BPOs should be inexpensive and mechanics for what happens during platform destruction with jobs/blueprints follows same lines as any manufacturing job.

  • Uses existing game mechanics
  • Simplifies the process
  • Can still allow security rating limitations for module installation
  • Should be modules than can be installed on any of the upwell structures but drilling platform has bonuses that can function as a bonus to material efficiency of BP
  • rigs should apply bonuses as well


We can leave mining as it is and still introduce a new structure that replaces the POCO, moon mining from POS and POS for reactions.

If there are desires to change standard ore/ice collection with drilling platform apart from giving the platform increased refining or giving it compression capabilities then the scan to locate kuiper belt type objects is a good idea.

The idea is to simply give the drilling platform a special astrogeology scanner that can detect and locate anomalies. The anomaly appearance can be governed similar to existing anomaly mechanics but can only be scanned by drilling platforms. Normal mining ships have to go to these anomalies and those ships can be scanned as normal. The anomalies should not be deadspace, but warpable spots. This scanner should occupy a slot (not be a module) allowing trade-off of defense versus function and requiring boarding the platform to use it.
PopeUrban
El Expedicion
Flames of Exile
#285 - 2016-10-30 06:43:24 UTC  |  Edited by: PopeUrban
13kr1d1 wrote:
PopeUrban wrote:
Character customization should just be part of the character sheet and completely removed as a station service.

It is a completely fluff system with no taxable benefit. There's no reason to specialize it in one or another. It'd be like telling people they can only apply SKINs in certain stations, despite having already made the obviously better choice of allowing purely cosmetic modifications wherever you want, including space.

Having it as a "selling point" for a single structure class is dumb unless the items equipped visually on a character have some functional purpose. And they don't.


Having it unbound to stations doesn't serve a purpose either. You want the service accessable anywhere. How about selling stuff directly out of your ship hold onto market, or allowing people to join faction warfare and leave it in the middle of space, etc?

There's gameplay reasons to keep things tied down. Restrictions are, in fact, content, because it shapes how you play the game and how you feel about the game.

If you could just instantly gratify yourself, you wouldn't play.


All of those things actually matter. my point is that character customization, unlike the market, cargo space, and faction war actual compose systems that matter to the overall risk/reward paradigm of the game.

Avatar customization does not. It has no gameplay function whatsoever, just like ship SKINs. There is no reason to require one structure class over another when choosing player structures just to gain access to avatar customization for this reason.

Now, if avatar customization actually had an effect on gameplay, it would be a different story. The problem is that it does not, and thus it is an unnecessary bonus that seems to be on track for the office structure type because CCP ran out of ideas.

Being told that if I want to set up a good cluster of services in a system I have to online an entirely separate station just so I can play space barbie is problematic because playing space barbie has the exact same ingame function as SKINs. It is purely cosmetic and has no effect on the actual utility of anything in the game. Thus it should function in exactly the same manner.

Or do you relish the idea of being required to spend several million on a station, fuel that station, and arm it against possible attack, or be forced to go visit and NPC station one or more jumps away from your epic player-run system with a great citadel and industrial setups just to change your shirt?

There is literally no gameplay reason for avatar customization to be tied to stations. Especially not when we're talking about player owned stations that have mutually exclusive sets of bonuses and services that cost ISK and can be shot at.
Jackie Cane
Chaos Gate
#286 - 2016-11-21 07:19:03 UTC
So many questions and zero answers. I guess its going to be a CCP surprise?
Payap
Garoun Investment Bank
Gallente Federation
#287 - 2016-12-09 14:45:19 UTC
Has the introduction of Drilling Platforms been pushed back to fall 2017? It seems so, accordingly to this site .


If so, will there be a Devblog about it?
Vadym Pobiedin
Aliastra
Gallente Federation
#288 - 2016-12-10 16:14:20 UTC
Payap wrote:
Has the introduction of Drilling Platforms been pushed back to fall 2017? It seems so, accordingly to this site .


If so, will there be a Devblog about it?


Just find out that after visiting eve updates web-site. If they push backed drilling platforms to FALL 2017, what about gates?

First winter 2016-2017 for Drilling Platforms, Spring 2017 - Gates, now - nothing about gates and Drilling Platforms has shifted to Fall 2017. What are CCP planning to do until fall? Making 3 structures? : )

Need to wait for more info....
Scipio Artelius
The Vendunari
End of Life
#289 - 2016-12-10 16:34:24 UTC
Payap wrote:
Has the introduction of Drilling Platforms been pushed back to fall 2017? It seems so, accordingly to this site .


If so, will there be a Devblog about it?

Fall 2017 seems overly pessimistic. That isn't until September.

Much more likely is immediately after Fanfest in April, so Spring for the Drilling Platforms.

There is no devblog yet on any of the details of the platforms.
Mariko Musashi Hareka
Kaishin.
#290 - 2016-12-11 09:40:05 UTC
Well hes got a point though it did say winter 2016 before now its Fall 2017 WTF??
Black Pedro
Mine.
#291 - 2016-12-11 09:55:53 UTC
Yeah, CCP what's up? Delaying the Drilling Platform six months with no explanation is a little gauche. Especially since the last CSM minutes gave the impression the development schedule for next year was wide open and there is nothing else on your updates page for 2017.

I can only interpret that to mean you are planning to expand the scope of the mining revamp that will come along with these new structures. Still, given the absence of details perhaps CCP Seagull can give us a development update as a Christmas or New Year's present?
handige harrie
Vereenigde Handels Compagnie
#292 - 2016-12-19 18:33:30 UTC
I hope for Drilling Platforms CCP will give us some fun new mechanics and service modules, that change more than just simply enabling something.

Like with Drilling Platforms, keep the cost of the medium one super low, like 250M isk and then make them more expensive through the cost and upkeep of service modules, like mining posses are now (R8 is only odne with small posses etc.)


if you want to use them for moon mining, you install the R8, R16, R32 or R64 service module. Each module costs more money up front and more upkeep.

The biggest changes would be 4 fold.

- Gasses will not be mined from moons anymore.
- If a Mining service module is installed, the structure loses 1 reinforce timer (shield)
- Medium Drilling platforms will lose the ability to repair tethered ships.
- a Drilling platform with mining service module, gets increased vulnerability timers the better the installed service module is. R64 mining should make the structure vulnerable 24/7.

They would also get a couple of new features.

- They get a huge bonus to hourly cost of reprocessing service modules.
- Ships bigger than cruisers can't dock in Medium ones, bigger than battlecruisers can't dock in Large Drilling platforms. Freighters and Jump freighters and all cargo hauling industrials (no ORE) can dock too. Rorquals can dock in the Large Drillingplatform.
- Every time there is usage of a service module, excess gasses get expelled. These can mined with a Gas Harvester and be easily reacted to the R4 gasses, we won't get anymore from moon mining. Alpha clones can use this new way to get familiar with Reacting and should be able to run 1 basic reaction (this would be basic reaction in the game, the rest are simple reactions).
- Reactions themselves can be done if proper service modules are installed, new skills get implemented. Max amount of reactions gets limited to 5. (if you don't have the basic skill, you can't react)
- Reactions should be done semi automatically, like they're done now, but the silo and reactor array are all inside the structure, so you can set it up docked and check material levels through the Industrial window.
- Multiple Drilling platforms mining the same moon share the goo per hour, so 4 platforms on a 200 material moon, each gets 50.

I hope CCP will do much more with service modules than they did in the last 2 structures (Citadels and ECs), they are a really cool feature with a lot more potential than they have shown us soo far.

Baddest poster ever

Lexx Devi
Freeport . 7
#293 - 2017-01-09 12:15:56 UTC
Thank you CCP for taking all our ideas in to account. You are sadly underestimated how much effort you add to your game.

Drilling Platform. Wishlist. "This is a beg post"

*Reaction Lab "Service Module" +Easy Chemistry Lab Mini-game?
[Simple & Mid Reactions]

*Adv. Reaction Lab "Service Module" +Difficult Chemistry Lab Mini-game?
[Adv. Reactions & Complex Reactions]

*Moon Extraction Network "Service Module"
[That may Link to "Small" Extraction Citadels (Siphons can keep stealing here)]
p.s. Make "Small Extraction Citadels" only part that is close to vulnerable 24/7.

*Asteroids & Ice Transport Beacon "Service Module"
[Warping Ice & Ore with Rorqual's +NewModule to Drilling Platform's OnGrid Beacons]

*Local Grid Wide Boost "HighSlot"
[Supporting ships that mine what the Rorqual transported to citadel beacons.]

*Planetary Interaction Coordination Office "Service Module"
["Coordinate PI" for 20% more yield] +Overhaul planets interface to use Hexagon layout.

*Anonymous Player Manufacturing Missions "Service Module"
[1. Contract With Materials and or BPC/Requesting Product,
2. Accepting contract gets a Manufacturing slot locked & delivered on completing.]

*MagneticPlasma Field Gas Attraction "Service Module"
[Attract 1-3 small gas clouds per 8 hours]

*Gas MTU

+Current Engineering Complex have to many rigs, reduce rigs on M & L Size by [1/6]
+CCP vission of having a "Space City" requires a closer placement of Non-PvP Citadels.
[Engineering & Drilling Citadels anchoring 300km from Astrahus/Fortizar/Keepstar]
=The PvP-Citadels missile & fighter is going to be vital for future titan building.


More toys less Rigs.
Gregorius Goldstein
Queens of the Drone Age
#294 - 2017-01-11 14:35:40 UTC
I would love an option for drop-off boxes at citadels. This should be a way to deliver to contracts and perhaps even buyorders without the need to dock up.

Like things are now hardly anyone delivers to a citadel and you can't hire haulers to bring in stuff. If stations go away one day hauler contracts could become an "only my own corp." thing. Drop-offs on the other hand would encourage to haul and “covert haul” to citadels everywhere. Hunting those haulers or to sell stuff to the enemy could be other options.
78 Aster
Perkone
Caldari State
#295 - 2017-01-11 19:17:08 UTC
Clone Status: Alpha

Seems interesting but only for Omegas so... make sure it doesn't hurt the only new coming players

Born Caldari, Raised Minmatar

Eileen Black
Placeholder Corporation 51023
#296 - 2017-01-12 08:38:32 UTC
Slapping a pi face onto moon mining makes the most sense imo.

Give current good moons good amounts of m0 and worse moons smaller amounts of m0s.
Reactions should be made like pi -on moons.
Drilling platform would serve as a poco and alchemy reaction base. No alchemy on moons, just reactions/extraction.

Would make moons worth fighting for, t2 production more spread out and hopefully a bit cheaper.
tekkky
Phoenix Foundry
New Eden Syndicate
#297 - 2017-02-05 22:38:45 UTC
I love the Idea of these gigantic supertechnical Drilling PlatformsShocked 15-20km next to the Engineering Complex and from there you could decide if you want to mine gas/ore/moon. It would then ( warp? ) in its huge range and mine till its depleted ( or time you set ) then the player could again send it on its jouney. It could work with Mining Drones or huge Lasers ( or both because it looks so sweetCool )

o7 tekkky
Arthur Aihaken
CODE.d
#298 - 2017-02-06 01:41:36 UTC
I'm curious when the deployment/vulnerability timer exploit is going to be addressed, when we're going to see a more POS-orientated style of attack, when fuel is going to be required to maintain these and when we're going to eliminate asset safety?

I am currently away, traveling through time and will be returning last week.

Naye Nathaniel
COBRA INC
Seventh Sanctum.
#299 - 2017-02-22 12:26:40 UTC
Vadym Pobiedin wrote:
[quote=Payap]
Just find out that after visiting eve updates web-site. If they push backed drilling platforms to FALL 2017, what about gates?

First winter 2016-2017 for Drilling Platforms, Spring 2017 - Gates, now - nothing about gates and Drilling Platforms has shifted to Fall 2017. What are CCP planning to do until fall? Making 3 structures? : )

Need to wait for more info....


It's simple - they gonna release new SKINS so u can buy it, =)
Destroy the PVE content,
Help a PVPers even easier to gank PVE'rs :)

About Drilling Platforms ... simple it's gonna be an exchange of POS as somehow u need to get a T2 components...
Will Swiftsure
Sebiestor Tribe
Minmatar Republic
#300 - 2017-02-23 11:01:17 UTC
imo a drilling platform could attract / spawn asteroids with moon goo or ice or ore or all 3 depending on what rigs or service modules you fit to it.
And those could be mined with either mining ships or slowly mined with deployable structures similar to mobile tractor unit or the siphons.
But players in space with ships mining should be faster. Smile