These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

The mining debate! Please share you opinions

First post
Author
Inspiration
#41 - 2012-04-28 17:23:47 UTC
Gevlin wrote:
cornholio508 wrote:


3 . New drone mining vessel . Huge tank and cargo capacity . Massive bonuses to mining drones to make it competitive with the current exhumers .
again this is not my idea . Its a thread i recently read but cant seem to find it again . so props to the poster is he is reading this ,

4. As Gevlin said . remove one high and give it extra lows or mids to compensate for a descent tank . (however to add to his idea , if this is done to exhumers they would need a major increase in yeild bonuses to the ship or i will make it obsolete and people would just fly coveters .)
.


I like the idea but just have to balance tank vs mining yield.
Though they may not used as often as the current ships, they provide an option. Would be an awsome ship for mining Veld in null sec because you just set 1 drone pre roid.



Here is where I posted a similar idea and some thoughts:

https://forums.eveonline.com/default.aspx?g=posts&m=1135060#post1135060

I will copy the contents here for ease of reading:



I would like something that is capable of limited combat, but much weaker then dedicated ships in its class. It should be able to mine "theoretically" close to what a hulk can, but much smaller and much faster. Able to go where a hulk can't.

What it might come down to is a T2 cruiser class ship with a relative large (for its class) cargo hold and maybe a moderate ore hold so it doesn't need jet cans all of the time. Give it a very large drone mining and drone speed bonus to designate its role. Maybe two high slots for tractor beams and an auto targeting system (extra locks) or 2nd tractor beam/cloak/salvager.

In practice such a ship would under ideal situations come close to a hulk and tap into resources, a hulk cannot, (time efficiently wise. But also when NPC arrive, the drones are both a blessing and a curse, the user needs to be alert and switch drones quick or risk loosing them. This also means much less mining output in those situations as the mining stops during combat, contrary to what a hulk can do.

There is an argument to be made to make it even a little better then a hulk, given the much more active role the pilot has to take in order to get good efficiency. Also, single player can on multiple accounts easily control many hulks, with this ship that is very unlikely, reducing its practical output even more.

For players with a single account, this could be their thing!

Add +2 warp strength and good agility and people might even use if successfully to mine in some low sec areas without locking a system down.

I am serious!

Inspiration
#42 - 2012-04-28 17:35:12 UTC  |  Edited by: Inspiration
As for thew ideas about different belt pre respawn mechanics...it just is not dynamic enough as the belts are always in the same exact spot in space. Ore belts should be replaced entirely by gravimetric sites. And some small low-value sites for the starting miner should be able to be found with the on board scanner. And this scanning this should be part of the starting tutorials.

Furthermore, some ore rocks should be "spiked" with tiny amount of other ores. A rock is thus not pure scordite for example, but also contains possible traces of ANY other ore. You cannot mine for these traces explicitly, but it would provide small amounts or high end minerals to dedicated mining/manufacturing corporations.

I am serious!

cornholio508
Ministry of War
Amarr Empire
#43 - 2012-04-28 19:19:07 UTC  |  Edited by: cornholio508
Just had another think about the whole mining system . I had an idea that may or may not be to any ones liking but i think it would work without breaking the current system too much .

Increase all mining barges natural structure so that 1 suicide pilot cannot take them out in 1-2 volleys in a destroyer . Destroyers the main ship for suicide ganking in high sec . Add some other draw backs to the mining barges . i will use the current hulk as an example .

Sheild ehp : 1519 hp
Amour ehp : 1013hp
structure ehp : 2531hp

Now as for my idea i would double or triple the structure of the ship . This brings it more in line with what it should be as a t2 industrial vessel and also gives time to survive an illegal offence by other pilots while concord intervene .

Sheild ehp : 1519 hp
Amour ehp : 1013hp
structure ehp : 7000hp

New ship stats .
Mining Barge Skill Bonus:
3% better yield for Strip Miners per level
7.5% bonus to all shield resistances per level

Exhumers Skill Bonus:
3% better yield for Strip Miners per level
3% reduction in Ice Harvester duration per level

Role Bonus:
Able to equip Strip Miner and Ice Harvester turrets .
Draw back . Structure takes damage over time reducing its structure to 2531 hp for using strip miners and ice harvesters .

Rewards . players get a ship with the ability to survive a suicide gank . Low sec and null miners get their tank fits boosted slightly and have time to get fleet pvp support .

Draw backs . people not watching their ships get reduced structure over time . Isk sink for ship repairs . or -1 or mining barge replaced by logi support and / or drones . Still gankable but harder to do so solo unless using more expensive high dps ships .

overall benefits ingame with the current game mechanics .
Suicide ganking still possible . Bots and solo miners have a isk sink for mining . People ignoring the damage because it only gets damaged to a certain extent would be gankable . Creates a counter strategy to suicide ganking even though it has its costs . This way ships can be fitted they way they were meant to instead of having insanely small holds for high resists or high shield ehp .

Inspiration wrote:
As for thew ideas about different belt pre respawn mechanics...it just is not dynamic enough as the belts are always in the same exact spot in space. Ore belts should be replaced entirely by gravimetric sites. And some small low-value sites for the starting miner should be able to be found with the on board scanner. And this scanning this should be part of the starting tutorials.

Furthermore, some ore rocks should be "spiked" with tiny amount of other ores. A rock is thus not pure scordite for example, but also contains possible traces of ANY other ore. You cannot mine for these traces explicitly, but it would provide small amounts or high end minerals to dedicated mining/manufacturing corporations.

This idea i like . Maybe is should also be considered for null and low sec for all ore types . This way people wouldnt moan so much about what ores they mine . As long as they are getting some ABC ores
Inspiration
#44 - 2012-04-28 20:36:45 UTC  |  Edited by: Inspiration
As for the true cause of suicide ganks versus miners...

The ganker gets insurance payout, even if he got killed while flagged by concord in high sec. Remove this imbalance in cost versus reward and only the true meaningful ganks remain as blatantly killing every miner is going to cost a whole lot more!

* We still need a buff to structure to prevent small cheap ships from succeeding in a quick gank of course, let them need at least a battle cruiser without getting insurance payout. Even then the ganker doesn't loose much compared to the ship being ganked, but at least it ain't profitable then by selling the loot unless it is faction gear!

I am serious!

Gevlin
Pator Tech School
Minmatar Republic
#45 - 2012-04-28 22:52:16 UTC
Inspiration wrote:
As for the true cause of suicide ganks versus miners...

The ganker gets insurance payout, even if he got killed while flagged by concord in high sec. Remove this imbalance in cost versus reward and only the true meaningful ganks remain as blatantly killing every miner is going to cost a whole lot more!

* We still need a buff to structure to prevent small cheap ships from succeeding in a quick gank of course, let them need at least a battle cruiser without getting insurance payout. Even then the ganker doesn't loose much compared to the ship being ganked, but at least it ain't profitable then by selling the loot unless it is faction gear!


insurance payout for suicide ganking were removed in cruiceible - I believe

To avoid the technology creep a new ship that mirrors the ore ships with s larger tank and a smaller yield.
with the introduction of the fleet ships we can hope that the 4 Races produce some hardened tanked ships.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

cornholio508
Ministry of War
Amarr Empire
#46 - 2012-05-02 10:34:14 UTC
Gevlin wrote:
Inspiration wrote:
As for the true cause of suicide ganks versus miners...

The ganker gets insurance payout, even if he got killed while flagged by concord in high sec. Remove this imbalance in cost versus reward and only the true meaningful ganks remain as blatantly killing every miner is going to cost a whole lot more!

* We still need a buff to structure to prevent small cheap ships from succeeding in a quick gank of course, let them need at least a battle cruiser without getting insurance payout. Even then the ganker doesn't loose much compared to the ship being ganked, but at least it ain't profitable then by selling the loot unless it is faction gear!


insurance payout for suicide ganking were removed in cruiceible - I believe

To avoid the technology creep a new ship that mirrors the ore ships with s larger tank and a smaller yield.
with the introduction of the fleet ships we can hope that the 4 Races produce some hardened tanked ships.


Yes the insurance payout has been nerfed . Also i wish they would also nerf kill mails for illegal activities . THis would go a long way to prevent suicide ganking . Some corps / alliances have been known to go on suicide ganking roams to improve their killboard efficiency . I dont think thye should be rewarded for doing this
Gevlin
Pator Tech School
Minmatar Republic
#47 - 2012-05-02 15:56:32 UTC
Yes Nerfing the kill mails would have a major impact or atleast adding Concord kill mails may help. You lost your ship after all!

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

cornholio508
Ministry of War
Amarr Empire
#48 - 2012-05-20 18:44:02 UTC  |  Edited by: cornholio508
Well Here what i think on the mining debate ,Yes we need changes . Its good that CCP are adding new features and rebuffing debuffing ships and so on . The problem is everything seems to be centered around PVP . No thought seems to be given to industry .

I have submitted a few ideas . However i would like to get more people posting here instead of other threads been started up daily . SO heres a reminder on what i propose for change in industry ,

Hulk buff .
Increase its structure HP so that it cant be taken out by a cheap destroyer fit .

Remove outposts racial bonuses and make the bonuses selectable depending and what the outpost is used for . Outposts bonuses should be the same as the pos as in regards to its fitting and its structure

Remove industry suicide ganks from killmails .

Redo the mining system as a whole . More irratic changes to belts and ore availability and increased grav site availability .

Add dust clouds to actively mined belts to allow members to escape potential pvp situations .
Gevlin
Pator Tech School
Minmatar Republic
#49 - 2012-05-20 23:57:26 UTC
Buffing the hulk should not be the answer as that ship is meant to be the Maximum yield ship and is a well used ship

The Mach and the Skiff have their own special roles.

The Procurer ship needs a revamp- it take 3 hours to upgrade from a Procurer to a Retriever. A useless ship role
The retriever is a nice easy to get into Ship.
If the Procurer was increased in skill to that of a Covetor and the bonuses kept the same but tank the hell out of the ship to be virtually suicide gank proof. Battle ship size tank

This would allow both mining and Ice harvesting at a 1/4 of the rate as tech 2 optimized ships

such things as removing kill mails from suicide attack as this is a nerf to a style of game play, a better idea is to give the players something that will allow them to give up something in-turn for protection from the suicide gank.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Barbara Nichole
Royal Amarr Institute
Amarr Empire
#50 - 2012-05-21 02:35:34 UTC  |  Edited by: Barbara Nichole
I didn't hear any feature or suggestion from the op..... debate should be posted in another forum.. possible the jita soapbox.

Nothing needs to happen to mining the way it stands except possible adding more types of ore and minerals. Ring mining should be completely separate from current mining... it should be dangerous and should produce something new. We need nothing new in the way of yield with the exception of a gas ship.

There are other mining activities that could be introduced. Here are a few.. again none of these should replace what we already have.

Solar plasma mining - dangerous/ heat close to sun/solar flares
Dark matter mining - dangerous/extra dimentional

exhumers could use a bump to survival... especially the mackinaw.

we should have a dedicated and boosted gas harvesting ship.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Nagarythe Tinurandir
Einheit X-6
#51 - 2012-08-13 17:08:30 UTC
so im reviving the thread...
i did not read throug everything, but i did not want to make an entirely new trhead and thin out the information. soe interesting stuff in here.

my problem is the spod. my corpies and me recently startet mining in 0.0 and given different circumstances, small asteroid clusters is our main mining place. in generell the small cluster is very good for smaller mining ops and it has a good variety of minerals. but this giant spod thingy is the devil.
the ore is worthless and yields very few usable things. can it maybe get changed into something more useful ore just being deleted entirely? its more of a chore than a worthy "opponent" in mining.
i understand, that the availability of so called "low end" ores and minerals is a tricky point, but putting an utterly useless clump with the volume of a small moon into the very first industry site is a big hindrance and just not fun.

Velicitia
XS Tech
#52 - 2012-08-13 18:09:21 UTC
Thing is, with one exception a few years ago, CCP hasn't really looked at the refining aspect (in terms of yields). That probably needs to be done again ... in addition to a lot of other things.

Over the past number of months, we've seen some good changes with the industry side (higher prices on minerals, for example) and that's probably not going to change for a while ...

On the other hand though, as much of a pain as it is to get the lowend ores out of empire space, it's needed to a degree so it doesn't become "Empire vs. 0.0" ... empire could never compete.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Nagarythe Tinurandir
Einheit X-6
#53 - 2012-08-13 19:44:01 UTC
yeah, i know a too independent 0.0 would deal a hard hit on the empire economy, but this giant spod thing is an imposition for smaller corps, who do not have the manpower to bring this thing down without either abandon rl or mine two days nothing else then this spod stuff.
what would be the fallout of just removing the spod or just make it half as big. whats the point of its existence?

and im asking calmly, not rage ^^
Velicitia
XS Tech
#54 - 2012-08-13 20:01:33 UTC
Nagarythe Tinurandir wrote:
whats the point of its existence?




700 Tritanium
140 Pyerite
140 Megacyte

Per refine (less taxes or refining waste, of course)

Cool

serious answer is that it's a "not as good" variant of ABC ... which USED to be relegated to -1.0 systems (or maybe 0.8) and as such was very rare.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Dersen Lowery
The Scope
#55 - 2012-08-13 20:23:03 UTC
I like the idea of inescapable refining taxes in high sec. Maybe they can be minimized, but not eliminated.

In low sec, they could be eliminated with max skills. Maybe you could have the taxes go toward (or against) FW control in the form of banked LP, depending on which faction's station the refining takes place in, and where the station is located.

In null sec and WH space, there'd the potential to eliminate waste with max skills. Big and specialized stations could make that easier or harder. Whether the taxes could be eliminated would be up to the alliance setting the tax rate; at the very least, the income would go to the alliance, rather than into a sink.

I'm not sure why low sec needs to have lesser rewards than null sec all the time. In may ways, sov is its own reward. Low sec could, and should, spawn motherlodes just often enough to make people take chances.

As far as mining itself goes, I'd offer a range of mining lasers, some of which have long, slow cycles, and some of which have much faster cycles, in return for much lower yield per cycle. A drone mining barge sounds good, but what I would do is give it a bay that can hold 5 Harvester drones + a flight of medium combat drones, and give it a 50% bonus to Harvester drone velocity per level of Exhumer, so that Harvesters are worth getting.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Velicitia
XS Tech
#56 - 2012-08-13 20:45:01 UTC
Dersen Lowery wrote:

As far as mining itself goes, I'd offer a range of mining lasers, some of which have long, slow cycles, and some of which have much faster cycles, in return for much lower yield per cycle. A drone mining barge sounds good, but what I would do is give it a bay that can hold 5 Harvester drones + a flight of medium combat drones, and give it a 50% bonus to Harvester drone velocity per level of Exhumer, so that Harvesters are worth getting.


Miner II --> 60 second (base) cycle time, 60m3 (base) yield.
Strip Miner II --> 180 second (base) cycle time, 360m3 (base, sans crystals) yield


Drone mining barge ... any of them can do it, IIRC though not with a full flight of Harvesters + med drones. Thing is the harvesters are hilariously expensive, and IIRC no longer available as (BPC?) drops; but I see what you're getting at.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Nagarythe Tinurandir
Einheit X-6
#57 - 2012-08-14 12:35:07 UTC
Velicitia wrote:
Nagarythe Tinurandir wrote:
whats the point of its existence?




700 Tritanium
140 Pyerite
140 Megacyte

Per refine (less taxes or refining waste, of course)

Cool

serious answer is that it's a "not as good" variant of ABC ... which USED to be relegated to -1.0 systems (or maybe 0.8) and as such was very rare.


when looking at the ore prices, i'd have to say "not as good" is a huge euphemism...
and when mining for production it isn't a big help either. its just the thing thats keeping your small hidden from respawning.
makes it really frustrating...
Velicitia
XS Tech
#58 - 2012-08-14 14:40:12 UTC
Nagarythe Tinurandir wrote:


when looking at the ore prices, i'd have to say "not as good" is a huge euphemism...
and when mining for production it isn't a big help either. its just the thing thats keeping your small hidden from respawning.
makes it really frustrating...

Right, at *current* prices it's terrible.
Now take out all the ihub upgrades, so your space is as terrible as it was originally designed, rather than being "almost" like -0.9... the intent of "less good" mineral sources was to act as a conflict driver...

The issue however goes beyond simply what you can mine in nullsec, it's compounded by the fact that you have nearly no manufacturing slots out that way. Sure, it's supposed to be "the wild west" ... but looking at the numbers, it's seriously out of line. The "best" station for manufacturing (Amarr) has a base capacity of only TWENTY (20) (non-drug) mfg slots.

You can have one (1) Outpost in a system.

Now compare to hisec --> 50x slots per station, with the potential for multiple stations in a system.

Nullsec is effectively "forced" to export zyd/mega/etc (which depresses the price) in order to import ships (or compressed minerals)...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Dersen Lowery
The Scope
#59 - 2012-08-14 14:49:10 UTC
Velicitia wrote:
The issue however goes beyond simply what you can mine in nullsec, it's compounded by the fact that you have nearly no manufacturing slots out that way. Sure, it's supposed to be "the wild west" ... but looking at the numbers, it's seriously out of line. The "best" station for manufacturing (Amarr) has a base capacity of only TWENTY (20) (non-drug) mfg slots.

You can have one (1) Outpost in a system.


This makes the POS revamp look like a better idea to have on the front burner. The plans are to have POSes become able to dock ships, modular (expandable up to station sizes) and able to be anchored more than one to a celestial. If they do it right, it will be a huge boost to nullsec self-sufficiency.


Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Velicitia
XS Tech
#60 - 2012-08-14 15:21:48 UTC
Dersen Lowery wrote:
Velicitia wrote:
The issue however goes beyond simply what you can mine in nullsec, it's compounded by the fact that you have nearly no manufacturing slots out that way. Sure, it's supposed to be "the wild west" ... but looking at the numbers, it's seriously out of line. The "best" station for manufacturing (Amarr) has a base capacity of only TWENTY (20) (non-drug) mfg slots.

You can have one (1) Outpost in a system.


This makes the POS revamp look like a better idea to have on the front burner. The plans are to have POSes become able to dock ships, modular (expandable up to station sizes) and able to be anchored more than one to a celestial. If they do it right, it will be a huge boost to nullsec self-sufficiency.




indeed.

Nullsec self-sufficiency will boost things across the board. Or at least start "correcting" the out of line risk/reward that's in hisec (lowsec will still be a wasteland for a while).

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia