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The Pros and Cons of Removing Static Belts. A discussion

First post
Author
Brooks Puuntai
Solar Nexus.
#1 - 2012-05-09 09:52:25 UTC  |  Edited by: Brooks Puuntai
So out of curiosity I'm wondering on how other feel about the removal of static astroid belts in all space. Now obviously before people start crying, this is not the complete removal of mining in high sec. However switching static belts to special grav sites that need to be scanned down. This would apply to all space(minus 1.0 starter systems for the true newbies) and would not so much change the contents of the belt. Grav sites would still be a separate site due to the increased rarity of ore found there.

List of Pros and Cons that I can think of:

Pros:
-Making mining somewhat more dynamic. Instead of just warp to astroid belt 2 and mine.
-Hinder bots somewhat. Though not by much.
-Due to added steps could mean mining would be slightly more profitably due to increased ::effort::.
-Ganking would be slowed down a bit since instead of belt hopping looking for targets, people will have to scan you or the belt down.
-Static belts don't make sense in the first place. Why would the same asteroid belts be in the same place every day, even though they are mined completely.
-It would better prepare newbie miners for null and WH mining since they actually have to rely on scanning skills, which is needed when mining outside of high-sec.

Cons:
-Increased ::effort:: for miners
-Miners would actually have to learn scanning skills.
-Creates a larger skill requirement for newbie miners to start the profession.
-Belt ratting wouldn't exist anymore(sucks for those trying to fix sec status).
-Less celestials to use and hop points and to instigate fights.

This idea was brought up awhile ago though don't remember all the reasons against it. So curious on how others think of this system and what pros/cons to having this system may have.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Roime
Mea Culpa.
Shadow Cartel
#2 - 2012-05-09 10:08:12 UTC
Just make resources deplete over time.

New Eden needs more dynamic, evolutional mechanics. After months, the most mined systems would be void of asteroids, and would take months before new belts would start to form.

Same with moon resources and NPCs. Enough ratting, and the pirates would move elsewhere. Left in peace, they would grow stronger, take over gates and build starbases, and start raiding neighborhood systems. Rogue drones, if not killed, would multiply and swarm regions.

People would need to move, adapt and fight for resources.

.

Brooks Puuntai
Solar Nexus.
#3 - 2012-05-09 10:15:38 UTC
Roime wrote:
Just make resources deplete over time.

New Eden needs more dynamic, evolutional mechanics. After months, the most mined systems would be void of asteroids, and would take months before new belts would start to form.

Same with moon resources and NPCs. Enough ratting, and the pirates would move elsewhere. Left in peace, they would grow stronger, take over gates and build starbases, and start raiding neighborhood systems. Rogue drones, if not killed, would multiply and swarm regions.

People would need to move, adapt and fight for resources.


A more dynamic system would be best, however the scale of change to Eve would be immense so I doubt CCP would do that. This is more a discussion of an idea that could be easily done to create at least some form of dynamic game play to one of the most boring professions in Eve, even as minor of a change. However the point of this post was not to flaunt the idea, mainly since its been brought up before, but to see peoples opinions and thoughts on how or if this would even impact mining/general game play. Primarily in high and possibly low-sec

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Doctor Ungabungas
Doomheim
#4 - 2012-05-09 10:22:46 UTC
A more persistant world would be totally bad ass. It would be great if the reason why there weren't many high end minerals in high sec wasn't the fact that they're not seeded there, it's because a small amount of them are seeded (along with every other mineral) and most of the high sec belts are stripped bare (until they slowly regen a few days or weeks later) by roaming packs of miners.

It would be great if rather than miners just logging on for a few hours to mine at 'their old belt', they could go hunting for 'superveld' belts which would have super high yield trit, and maybe even some zydrine, nocx or megacyte. Then they need to suck that belt bare because when the news gets out the belt will be stripped bare in a few hours by other opportunistic miners.

Dare I suggest it might even get a few of the braver miners out to low sec and null sec where there is less competition for these super-ore deposits.

So, I guess I kind of mixed a bunch of stuff in together so I'll restate it:

1. Remove the artificial limitation on high ends in high sec, have them spawn universally in the same quantities.
2. Make it so that belts don't respawn over night, but over several weeks. A dedicated team of say 20 or 30 miners should be able to clean out an entire system in a few days.
3. To compensate for the 'downtime', seeding 'super-high yield' ores in high, low and null sec, so the downtime that miners spend hunting for their next big score is compensated for by the score being much more high yield. Since the super-high yield ores will mostly be snapped up in high sec, we might actually see militant mining corps forming to hunt down and ninja mine these super-high yield belts.

I guess the intent is 'less time looking at rocks, more time spent doing logistics (moving ships around), intelligence (forming mining intelligence alliances to share information on the latest big score), and scouting (actually looking for the latest big score.)

I guess functionally the same outcome would be achieved by removing belts entirely and replacing them with probed sites that are consumed, but I think this way achieves the same 'outcomes' while adding a bit more persistance to the game and also making mining a bit more interesting than just 'look at the x'.

Although I guess you still have to stare at the x some times, it's just that the bulk of activity would move towards getting TO the x, and the x would be a lot higher yield.
Brooks Puuntai
Solar Nexus.
#5 - 2012-05-09 10:28:07 UTC
Doctor Ungabungas wrote:


1. Remove the artificial limitation on high ends in high sec, have them spawn universally in the same quantities.


No offense, but I was surprised to see this comment after seeing your alliance tag. The removal of the limitation could make sense due to the delayed respawn and the increased logistics, however it will still allow increased benefit for little risk in comparison to high and null.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Roime
Mea Culpa.
Shadow Cartel
#6 - 2012-05-09 10:29:28 UTC  |  Edited by: Roime
Well,

I don't think removing belts is a good idea, instead of making mining more interesting, it would just add a step to same process, and belts are a classic part of solar system, birthplace of many great stories and fights. Repetitive scanning is not fun to many.

I support the idea of implementing PI extraction interface to mining. Scan the roid in normal way, open the best one in Asteroid Mode, rotate it to find the best spot to lace your mining beam. Accuracy of the visual map would be skill based, like in PI.

To add even more to this, make the hotspot depletion fast-ish, and make the roid rotate slowly. This would require periodical adjustments in order to keep the yield high.

Maybe the engineer type guys would enjoy yet another variable, mining beam voltage/frequency rate adjustment. Using too much power on low yield areas would result in poor extraction rate, but increasing power on high yield spots would give you maximum amount of ore.

EDIT: the whole point of this is to make player skill affect the results of mining.

.

Zarere
The Scope
Gallente Federation
#7 - 2012-05-09 10:35:26 UTC
Roime wrote:
pi stuff


NO, no more PI like stuff, not now, not ever.
Doctor Ungabungas
Doomheim
#8 - 2012-05-09 10:37:44 UTC  |  Edited by: Doctor Ungabungas
Brooks Puuntai wrote:
Doctor Ungabungas wrote:


1. Remove the artificial limitation on high ends in high sec, have them spawn universally in the same quantities.


No offense, but I was surprised to see this comment after seeing your alliance tag. The removal of the limitation could make sense due to the delayed respawn and the increased logistics, however it will still allow increased benefit for little risk in comparison to high and null.


I'm still a fan of risk vs reward, but as long as the respawn timer is sufficiently sluggish the reward will be that the high sec minerals are mined out the second they appear and low/null sec ores are available to people daring enough to live in those regions. Plus the idea of mining intelligence networks, combing entire regions on a daily or hourly basis to look for rare spawns is kind of cool.

Perhaps there should be 'more' of that ore in riskier space, but it is seems very artificial that it just happens to be split along the exact boundaries that concord support.

Maybe they are in the pocket of big megacyte.
Benilopax
Federal Navy Academy
Gallente Federation
#9 - 2012-05-09 10:42:19 UTC
Always wanted this to happen, annoyed it keeps getting overlooked.

...

JitaPriceChecker2
Doomheim
#10 - 2012-05-09 10:43:24 UTC
Roime wrote:
Just make resources deplete over time.

New Eden needs more dynamic, evolutional mechanics. After months, the most mined systems would be void of asteroids, and would take months before new belts would start to form.

Same with moon resources and NPCs. Enough ratting, and the pirates would move elsewhere. Left in peace, they would grow stronger, take over gates and build starbases, and start raiding neighborhood systems. Rogue drones, if not killed, would multiply and swarm regions.

People would need to move, adapt and fight for resources.


Sounds too good to happen.
Roime
Mea Culpa.
Shadow Cartel
#11 - 2012-05-09 10:50:04 UTC
Zarere wrote:
Roime wrote:
pi stuff


NO, no more PI like stuff, not now, not ever.


Ok, people like different things. I enjoy the heat map part of PI, especially setting up a system that extracts two resources on a single planet.

Anyway miners deserve some meaningful activity, in an ideal situation a miner could get a sensation of being good miner based on how he, the player, uses the equipment. A gameplay mechanic that rewards active, attentive playing.

Now it's purely skill points and ship/module based F1,F2, move to can.

.

MeestaPenni
Mercantile and Stuff
#12 - 2012-05-09 10:53:37 UTC
WTB; "Prospecting" skill book.

I am not Prencleeve Grothsmore.

Thomas Kreshant
Brutor Tribe
Minmatar Republic
#13 - 2012-05-09 10:54:41 UTC
Brooks Puuntai wrote:


Cons:
-Increased ::effort:: for miners
-Miners would actually have to learn scanning skills.
-Creates a larger skill requirement for newbie miners to start the profession.
-Belt ratting wouldn't exist anymore(sucks for those trying to fix sec status).
-Less celestials to use and hop points and to instigate fights.

This idea was brought up awhile ago though don't remember all the reasons against it. So curious on how others think of this system and what pros/cons to having this system may have.



In relation to the Con side of your list.

Just as a FYI, I've recently done the new player missions and one of the 1st things you're taught is how to scan down the various types sites so it wouldn't really add any difficulty to mining for a new player at all.
Brooks Puuntai
Solar Nexus.
#14 - 2012-05-09 10:58:11 UTC
Thomas Kreshant wrote:



In relation to the Con side of your list.

Just as a FYI, I've recently done the new player missions and one of the 1st things you're taught is how to scan down the various types sites so it wouldn't really add any difficulty to mining for a new player at all.


Good point. Been awhile since I've done the NPE so didn't know they added that in. I believe previously that was one of the main counter arguments for this type of system.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Freggan
Deep Core Mining Inc.
Caldari State
#15 - 2012-05-09 11:01:41 UTC
I would personally like to see them stay, not for mining but for realism. As to mining just throw asteroids way out in space, comets even with random mets that you only find by exploring with some brand new jump drives o.0

Oddly it would impact ganking terribly so not too popular.
Roime
Mea Culpa.
Shadow Cartel
#16 - 2012-05-09 11:01:47 UTC
JitaPriceChecker2 wrote:
Roime wrote:
Just make resources deplete over time.

New Eden needs more dynamic, evolutional mechanics. After months, the most mined systems would be void of asteroids, and would take months before new belts would start to form.

Same with moon resources and NPCs. Enough ratting, and the pirates would move elsewhere. Left in peace, they would grow stronger, take over gates and build starbases, and start raiding neighborhood systems. Rogue drones, if not killed, would multiply and swarm regions.

People would need to move, adapt and fight for resources.


Sounds too good to happen.


A really dynamic, responsive New Eden is my favourite pipe dream Cool

There's so much room for development in this area. Economy (taxes, customs fees), industrial and residential development (NPC-built structures and traffic), system security status (crime (both NPCs and players) and crimefighting in form of bountyhunting, ratting and missions), Empire borders (FW) and hell, what about environmental changes like pollution, comets and star lifespans?

But as Incursions showed us, CCP does not seem interested in changing things in this direction. Incursion systems should have definitely become lowsec, and Sansha influence should have spread from system to system unless stopped.

.

Peter Raptor
Galactic Hawks
#17 - 2012-05-09 11:06:43 UTC
Freggan wrote:
I would personally like to see them stay, not for mining but for realism. As to mining just throw asteroids way out in space, comets even with random mets that you only find by exploring with some brand new jump drives o.0

Oddly it would impact ganking terribly so not too popular.



Belts should stay as they are, having them in Grav sites, will not stop a SINGLE ganker, bot etc, and makes mining more tedious for no reason.

BTW I like the comets idea Cool

Evelopedia; 

The Amarr Empire, is known for its omnipresent religion  †  

Brooks Puuntai
Solar Nexus.
#18 - 2012-05-09 11:07:24 UTC
Freggan wrote:
I would personally like to see them stay, not for mining but for realism. As to mining just throw asteroids way out in space, comets even with random mets that you only find by exploring with some brand new jump drives o.0

Oddly it would impact ganking terribly so not too popular.


Personally it seems the opposite when it comes to realism. Why would asteroids appear in the same location all the time, even after being completely removed. Though if we really want to get into realism then most belts would be located directly around planets.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Freggan
Deep Core Mining Inc.
Caldari State
#19 - 2012-05-09 11:08:00 UTC
Roime wrote:
JitaPriceChecker2 wrote:
Roime wrote:
Just make resources deplete over time.

New Eden needs more dynamic, evolutional mechanics. After months, the most mined systems would be void of asteroids, and would take months before new belts would start to form.

Same with moon resources and NPCs. Enough ratting, and the pirates would move elsewhere. Left in peace, they would grow stronger, take over gates and build starbases, and start raiding neighborhood systems. Rogue drones, if not killed, would multiply and swarm regions.

People would need to move, adapt and fight for resources.


Sounds too good to happen.


A really dynamic, responsive New Eden is my favourite pipe dream Cool

There's so much room for development in this area. Economy (taxes, customs fees), industrial and residential development (NPC-built structures and traffic), system security status (crime (both NPCs and players) and crimefighting in form of bountyhunting, ratting and missions), Empire borders (FW) and hell, what about environmental changes like pollution, comets and star lifespans?

But as Incursions showed us, CCP does not seem interested in changing things in this direction. Incursion systems should have definitely become lowsec, and Sansha influence should have spread from system to system unless stopped.


I played a game that had that implemented, wish i could remember its name? More often than not nothing could be done about the drones/bugs/monster left unhindered and they took over systems and made the game annoying until the server resets.
Tobiaz
Spacerats
#20 - 2012-05-09 11:10:14 UTC
Biggest PRO for dynamic belts: roid scarcity in high population areas

Supply of materials, production and consumption shouldn't all be possible within a few jumps of each other.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

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