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Question regarding the balancing of ORE Mining Barges

Author
Mitchell Hagen
Grey Chook Industries
#21 - 2012-06-17 15:14:12 UTC
mxzf wrote:
Vincent Athena wrote:
Im not convinced it would be more programming. It could be less. There are already routines for reducing the CPU or power grid of a module when fit to certain ships, it may be easy to adapt that to certain cargo placed in the hold.

Only a CCP Dev can say for sure which would be easier.


As a programmer, I can tell you that adding in a new mechanic to shrink ore in certain cargoholds instead of using the existing ore cargoholds mechanic would be much more difficult. I might not be actually looking at their code, but I do know how coding works and I know that the existing ore bay mechanic would be very simple to add in to certain ships, whereas making ore shrink in certain ships would be a pain.

I agree, though it's not so much that it would be a pain, it's more a matter of leveraging the existing code base versus writing new code.

Ore bays already exist. Giving barges ore bays would be little more than setting a constant in a barge object and trying it out on the test server. Implementing magic shrinking ore is a new mechanic, therefore it requires substantially more coding and testing.
Altair Raja
Brutor Tribe
Minmatar Republic
#22 - 2012-06-17 17:11:55 UTC
mxzf wrote:
The easiest solution might be for CCP to forcibly un-rig all mining barges when the patch rolls out. We'll see what ends up happening though.

Personally I hope for this as my hulk is rigged for cargo while fit for shield/MLU.

It is also covered in dust since I only everundock in it if someone does some scanning and has a fleet up.

AFK cloaking doesn't earn anything, so it needs a buff!

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