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Mining.... The nerf bat and the buff ball..

Author
Joe Risalo
State War Academy
Caldari State
#1 - 2011-11-15 19:58:47 UTC  |  Edited by: Joe Risalo
THIS IS NOT A BATTLE MACROS THREAD

I've set this thread to somewhat balance exhumers and barges, plus stream line in a way that somewhat makes sense.

It will also go to make mining barges a little more effective and less....trivial

Some of you may have seen these posts on other thread, and probably from me, but I wanted to place them in their own thread, since they don't directly tie to the OP of the threads they were on.

So here it goes:

Mining Barges

Procurer - Pretty useless ship.. Allow it to keep it's current bonuses, but also give it a bonus towards deep core mining.. This would mean it's a t1 version of the skiff, meaning it has less production. Roughly 15-20% less effective than the skiff. allows this ship to be a starter ship for deep core miners until they have the skills/isk for the skiff.

Retriever - keep it's current buffs, but also receive an ice mining buff. Same double yield as the mackinaw. it also has the 25% cycle time penalty, but it's % time buff for skills would be based to make it 15-20% less effective than the mackinaw. Allows this ship to be a starter ship for ice miners until they have the skills/isk for the mackinaw

Covetor - Possibly reduce the skill requirements to allow this ship to be a bit easier to attain. It's standard ore yield should be 15-20% less effective than the hulk.(originally I was going to suggest that this ship have 15-20% less effectiveness than exhumers in all catagories, but since i'm suggesting to give the proc and ret a % of exhumer funtionality, this isn't needed)
Perhaps it would require mining barges lvl 4, but still astrogeology lvl 5.

Exhumers

Skiff - Losses any buffs not related to deep core mining. If the strip miner buff also effects deep core miners, then the buff is transfered to say "3% better for deep core strip miners per lvl", but that's only if it would lose a buff towards deep cores if the existing strip miner buff effects deep cores. This makes this ship specifically focused on deep core mining.

Mackinaw - losses any buffs not related to ice mining. This ship becomes primarily focused on ice mining.

Hulk - Currently the hulk is a bit OP in ice mining, only being minutely less effective than the mack, but eventually able to catch up, even if it would take several years to do so. Remove any buffs not related to standard ore mining. Meaning the mack maintains its superiority in ice, but the hulk is still the superior in standard ores.

New Exhumer

Purge - T2 variant of the procurer. Requires the same skills as the skiff, but has a bonus towards gas cloud harvesting.. New t1 and t2 module related to this ship for gas clouds, similar in relation to a strip miner. The bonuses to this ship would be that it is built specifically to survive in high gas envornments, so it receives no damage from gases. Gets a bonus towards the new strip gas harvesters in relation to make it as effective as the skiff is with deep core mining. (maybe more if gas harvesting is less profitable)

Support

Orca - This ship could use a little TLC. While it's a great support ship, it would be more effective in 2 different ways.
Give it the compression ability of the rorqual, but less Effective. Perhaps 1/4 to 1/2 compression, but requiring the same skills as the rorqual for compression, as well as the same blueprints. Give it 1 extra high slot for a tractor beam + 3 buff mods.

Rorqual - It's lovely how it is...(unless someone else disagrees)

Fleet mining boosters - Remove the cap usage booster (it sucks and no one uses it). Instead add a buff to cycle time. So now you have a yield and cycle time buff, as well as a range buff. Add an ice mining fleet buff. This buff gives a % chance of ice harvesters extracting an exttra piece of ice.

Rigs - New ice, ore, deep core, and gas rigs. Similar buffs as fleet boost mudules, but at the cost of reduced speed and agility.

Secure containers - Add a new container. Massive secure container. Holds either 5k m3, or double that of the giant, meaning 7800 m3. If option one the container size is 4k m3, if option 2 the container size is 6500 m3.(perhaps allow both, one is a massive, the other is a bottomless)

Allow the anchoring skill to reduce the distance you have to be from another object when placing a secure container by 10% per level, thus allowing you to at lvl 5 place containers 2500 m from another object. (makes life a little easier when setting containers)

Summerization

Procurer and retriever now have a use apart from simple skill progression.

Covetor now has funtionality comperable with it's skills requirement.

Exhumer become solely focused on a single task.

new gas exhumer, with modules

Orca gets a little TLC.

Bettering mining fleet buffs.

Mining rigs.

New secure contrainer/s.

Anchoring skill effects Range able to anchor containers.



Overall, mining becomes more streamlined with more funtionality and better utilities.

Please don't troll me on this or disagree for the sake of disagreeing.

Some of these suggestions are possible ways to solve issues that miners see within Eve mining.

Feel free to make any suggestions of your own, tweak my suggestions to be more effective, or state why you disagree with certain parts or all of my suggestions.

Thanks for reading.
Velicitia
XS Tech
#2 - 2011-11-15 20:58:09 UTC
1. Like the Procurer fix (would still be useless though).
2. No for the retriever fix. give it a bit of a buff to mining time, no 100% yield though -- that's the benefit of the Mack
3. Barge 4/Astrogeology 5 seems OK for the Cov.

New gas harvester should be off the industrial design (i.e. the Noctis and Primae) -- mostly because ... why not ^_^

Orca is fine. There's no need for compression in hisec -- UNLESS we start talking about removing stations from systems ... otherwise, no.

Rorq is fine (though I wouldn't mind having the cycle time looked at).

The Cap ganglink has very specific purposes (mostly in Lowsec it seems) ... but yes, otherwise it's useless.

The range and the cycle time links are fine as-is. I don't really think there's a need for a raw yield link...

really, we don't need better yield (else stuff will become even less valuable) ... but better sinks for the 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

Joe Risalo
State War Academy
Caldari State
#3 - 2011-11-15 21:40:13 UTC  |  Edited by: Joe Risalo
Velicitia wrote:
1. Like the Procurer fix (would still be useless though).
2. No for the retriever fix. give it a bit of a buff to mining time, no 100% yield though -- that's the benefit of the Mack
3. Barge 4/Astrogeology 5 seems OK for the Cov.


1) Actually, the procurer would be effective for a month or 2 till you had the skills for the skiff.

2) It gets the double yield, but not the same reduction in cycle time buff, while still getting the same penalty, meaining it's less effective

3) We agree here

Overall the 3 changes to these ships are actually to make them viable options for those who dont' wanna risk flying around in expensive exhumer because of location/hulkagedon/icecapades, or whatever else, but comes at the loss of 15-20% yield in comparison to it's t2 counterpart.

Quote:
New gas harvester should be off the industrial design (i.e. the Noctis and Primae) -- mostly because ... why not ^_^

I had thought the same thing but wasn't sure how it would be accepted, so I suggested making it an exhumer instead.

Quote:
Orca is fine. There's no need for compression in hisec -- UNLESS we start talking about removing stations from systems ... otherwise, no.


I still feel the orca could use the extra high slot for a tractor, that way you can still keep the 3 fleet buffs.

The reason for the compression is to make orca pilot life a little bit easier, but at the cost of less isk income and more skill requirement because of the blue prints need for the compression. If the player doesn't wish to use the compression, then they don't need the skills or the blue prints.
So it's basically a skill + isk investment has a slight reward, even in high sec.

Quote:
Rorq is fine (though I wouldn't mind having the cycle time looked at).

Yeah, i dont' have much knowledge on this guy, but he seemed fine to me.

Quote:
The Cap ganglink has very specific purposes (mostly in Lowsec it seems) ... but yes, otherwise it's useless.

The range and the cycle time links are fine as-is. I don't really think there's a need for a raw yield link...

really, we don't need better yield (else stuff will become even less valuable) ... but better sinks for the minerals...


1) With the introduction of logistics ships however long ago, I don't feel the cap usage module is even really that helpful anymore. It might reduce your cap usage of strip miners, but since they only cycle every great once in a while, it's not like they're the problem with cap anyway.

2) I'm just trying to suggest new modules to give mining a bit more options

3) With the rigs that I've suggested
perhaps make one rig that is multipurpose that gives you 5% better yield for all ore types, but only one can be fitted per ship.
Then a rig that gives 10% better yield to a specific ore type, but can't be used in conjunction with a multipurpose and can't be stacked, so you can either have one multipurpose, or two individual ores of different types.

To that add a silent nerf reducing the mining yield of all lasers/strips/deep cores/ice harvesters by 10%. So miners will be thinking they're getting a buff, but really, they're doing the same mining amount at best, but those who choose to multipurpose their ship are getting slightly less than current mining yield.

This will help the market and give new mining rigs at the same time. Oh, and t2 rigs will give maybe 8% for multi and 12-14% for specific.
Joe Risalo
State War Academy
Caldari State
#4 - 2011-11-16 07:15:44 UTC
bump
Dr'MeTaL
Taranis Innovations
#5 - 2011-11-16 08:29:02 UTC
you do have some good ideas here.

covetor really does need to be unlocked at lvl IV. by lvl V your a hop skip and a jump from the hulk and theres not much point in getting a covetor.

agreed hulk really shouldnt get the bonus to ice mining. its kinda weirdWhat?

a ship for gas harvesting would be really nice. and a variant of the noctis would be cool.P

bigger secure containers would be nice. especially for low- null sec operations.

new rigs would be awsome since alot of ppl mine and drop directly into an orca cargo rigs become useless.

i think the orca does need some TLC but not compression. simply a bigger ship maintenance bay. at least be able to move one fit rigged Bs. i for one have been in a situation trying to move a Bs for my alt but not able to accually fly the ship and didnt want to un-rig it.Sad

the anchoring bonus would be extreamly ify tho. to have it effect containers and nothing else would be odd. and having it effect everything anchorable could be bad in the case of bubbles, sov / pos mods etc.
Joe Risalo
State War Academy
Caldari State
#6 - 2011-11-16 16:38:09 UTC
Dr'MeTaL wrote:
you do have some good ideas here.

covetor really does need to be unlocked at lvl IV. by lvl V your a hop skip and a jump from the hulk and theres not much point in getting a covetor.

agreed hulk really shouldnt get the bonus to ice mining. its kinda weirdWhat?

a ship for gas harvesting would be really nice. and a variant of the noctis would be cool.P


agreed

Quote:
i think the orca does need some TLC but not compression. simply a bigger ship maintenance bay. at least be able to move one fit rigged Bs. i for one have been in a situation trying to move a Bs for my alt but not able to accually fly the ship and didnt want to un-rig it.Sad


My reasoning for the orca compression is because the orca is useful, but would be more useful with compression.
The way it sits now, if you're fleet mining the orca pilot will have to leave the belt several times in order to dump ore.
However, mining doesn't stop when the orca leaves, and nothing is really effected besides a temporary loss in fleet bonuses.
So giving the orca partial compression just allows the orca to stick around much longer, while still not effecting the speed at which the mining OP is going.

So it assentially doesn't change anything with the orca having compression besides the amount of ore it can carry.

That's why I feel it would actually work out ok. If you look at an orca now, if it's actually being used to carry anything besides ore, such as modules, crystals, etc. etc., then there's little room left to do its primary function which is carry ore.
So this would greatly assist low/null/wh mining ops that use orcas by allowing them to carry more of other things that are necessities.

Quote:
the anchoring bonus would be extreamly ify tho. to have it effect containers and nothing else would be odd. and having it effect everything anchorable could be bad in the case of bubbles, sov / pos mods etc.


I had considered that, however, the way I would explain it is that your skill in anchoring allows you to get in closer with containers because you have a better understanding of how to properly anchor them.

When it comes to POS' they have a set range limit on them, because putting them too close to other modules could effect their electrical systems, kinda like a tesla coil.

So they wouldn't get the bonus.
Joe Risalo
State War Academy
Caldari State
#7 - 2011-11-18 16:05:59 UTC
bump