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Player Features and Ideas Discussion

 
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Deployable Exhumers

Author
Legion Reaver
#1 - 2013-10-10 21:01:17 UTC  |  Edited by: Legion Reaver
Hello

I was thinking about the changes to marauders and was thinking why not do the same for exhumers? Have a mode where they can deploy in a belt with a 5-10 min period where their defense's are greatly enhanced and they are improved in some way. Each one could have a different quality and such a change would make them much more useful considering their inherent cost. For example there is very little reason to own a hulk when it only mines marginally better than a covetor but costs nearly 10x more for what really amounts to a slightly shinier ship.

Each ship could expand on their current roles so :

Skiff : 10% bonus to shield resistances or Shield Hit points per exhumer lvl 200k+ ehp
Mackinaw : 5% bonus to resists or hp & 5% bonus to mining yield or reduced cycle time per exhumer lvl 150k+ ehp
Hulk : 5% bonus to resists or hp & 10% bonus to mining yield per lvl per exhumer lvl 100k ehp

* Note these numbers are simply place holders and do not represent actual expectations.

Make the deployment time around 5-10 mins. Basically the concept would be to turn the T2 barges in to stationary targets for a duration of time that would increase their yield/efficiency but also make them great targets for roaming fleets. It would not only give people a reason to use them but to defend them since they could be used to increase the yield of large mining ops substantially.

As far as concept goes I believe that they role of mining barges is the ability to do something fairly easy while reaping minimal reward however for those who live in null sec you constantly have to be on alert so its not as passive an activity as people would sometimes hope. Think of them more as mobile platforms like the new ones being implemented. Yes they would become harder targets to kill and bring in a lot more minerals but it would give pvper's one more target to shoot at and make it much easier for them to catch than they already are. Also it would give miners a reason to group together since the extra ehp would make their drones much more deadly than they already are..... If these changes were implemented it would make deploying a rorqual in a belt rather than a tower more viable. Which is more along the lines of what the rorqual was expected to do. I honestly dont think they were orginially intended to be parted in control tower for nearly 100% of lifespan.

To put it simply make them too hard for 1-3 people to take down but easy enough for 4 or more to promote small gang warfare by giving them an objective to kill. Kinda like the idea of the targetably station services.
NearNihil
Jump Drive Appreciation Society
#2 - 2013-10-10 21:22:52 UTC  |  Edited by: NearNihil
Er. If anything, adding a Bastion/Siege/Triage for mining ships, it would be for extra ore yield or miner cycle time in return for being a sitting spaceduck, not boost tank as well or indeed at all.

100k+ EHP barges would, realistically, eliminate exhumer suicide ganks in highsec. In lowsec/nullsec/wormhole space I don't see it being used a lot either due to (respectively) hotdrops/hotdrops/Sleepers AND hotdrops. All this does is add time to shoot the otherwise defenseless barges.
Or turn them into a cheapish cyno boat (cheap compared to a fully kitted BS anyway, with more EHP to boot).
Alvatore DiMarco
Capricious Endeavours Ltd
#3 - 2013-10-10 22:40:08 UTC  |  Edited by: Alvatore DiMarco
Can you hotdrop within the same system?
Adam Zalonis
Federal Navy Academy
Gallente Federation
#4 - 2013-10-11 04:04:08 UTC
I'd be happy if it just gave a significant range boost and made the barge/exhumer unbumpable.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#5 - 2013-10-11 05:03:38 UTC
Posting in a stealth "gimme bump immune exhumer" thread. Or something.
Jada Maroo
Native Freshfood
Minmatar Republic
#6 - 2013-10-11 08:17:59 UTC
How about we just have deploy-able capsuleers who can play the game for us? We can call them Koreans.
Debora Tsung
Perkone
Caldari State
#7 - 2013-10-11 08:58:50 UTC
Jada Maroo wrote:
How about we just have deploy-able capsuleers who can play the game for us? We can call them Koreans.


Koreans are a myth, idea dismissed.

PS: There's nothing a million chinese guys can't do cheaper.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Jint Hikaru
OffWorld Exploration Inc
#8 - 2013-10-11 09:04:40 UTC
Legion Reaver wrote:

As far as concept goes I believe that they role of mining barges is the ability to do something fairly easy while reaping minimal reward however for those who live in null sec you constantly have to be on alert so its not as passive an activity as people would sometimes hope.


It's so annoying when you cant mine passively in null sec isn't it.

Bloody Nullbears.

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Legion Reaver
#9 - 2013-10-21 07:00:11 UTC  |  Edited by: Legion Reaver
Jint Hikaru wrote:
Legion Reaver wrote:

As far as concept goes I believe that they role of mining barges is the ability to do something fairly easy while reaping minimal reward however for those who live in null sec you constantly have to be on alert so its not as passive an activity as people would sometimes hope.


It's so annoying when you cant mine passively in null sec isn't it.

Bloody Nullbears.


it's not a bother at all I just figured the concept would go well with the Idea that CCP has been throwing out there about giving small gangs targets to shoot. This concept being in the same range as station services and the new personal hangers.

As far as hot dropping goes you couldn't do it with cap's in systems that have a cyno jammer and it would give those in a constellation time to counter a covert cyno drop which should make pvp more interesting for all those involved since it could give those who were getting covert dropped a few additional moments to call in people for a fight instead of the usual jump in nuke target in less than 2 secs followed by everyone cloaking and warping to a safe spot. It would force them to remain on grid for 1-2 mins while a constellation defense fleet would have time to react. This would increase the connections between industrialists and pvpers since it's now viable for defending pvpers to go kill covert cyno drops on targets one or 2 jumps away instead of babysitting miners in a belts or in the same system or resorting to trying to bait a covert cyno fleet with something like a drake.

As far as high sec goes simply don't make it possible in the same way that capitals can't be deployed in high sec make it "illegal" to use the module in high sec out of concord's fear of it disrupting empire markets. There you now even have a npc rp model to validate why the module can't be used in high sec and one more reason for industrialist to migrate to null sec.
Legion Reaver
#10 - 2013-10-21 07:23:33 UTC  |  Edited by: Legion Reaver
NearNihil wrote:
Er. If anything, adding a Bastion/Siege/Triage for mining ships, it would be for extra ore yield or miner cycle time in return for being a sitting spaceduck, not boost tank as well or indeed at all.

100k+ EHP barges would, realistically, eliminate exhumer suicide ganks in highsec. In lowsec/nullsec/wormhole space I don't see it being used a lot either due to (respectively) hotdrops/hotdrops/Sleepers AND hotdrops. All this does is add time to shoot the otherwise defenseless barges.
Or turn them into a cheapish cyno boat (cheap compared to a fully kitted BS anyway, with more EHP to boot).



As far as using the "Bastian" mode increasing cycle/Yield that should not be the main benefit for it though it should be somewhat of a benefit for the mack/hulk given the roles they fill already. The main benefit would be the fact that you could remain on grid against a small force say up to say 10-15 ships ( in a skiff mind you) and survive long enough for a defense force to be called in. Again giving the largest bonus to ehp to the skiff and less so for the mack/hulk who could receive slight boosts to range/yield respectively in addition to a smaller boost in ehp compared to the skiff.

Again the Idea is to provide targets for groups to attack either via small fleets of fast ships ex: interceptors & assault ships or covert cyno's or even caps if there's no jammer in system. It would also give miners even more of a reason to deploy the new local cyno jammers in the belts their in if there isn't one in system already. Giving these types of fleets a target such as a mining barge that will die fairly quickly 1-2 mins should allow for a defense that is already organized in the constellation time to get to the enemy fleet and engage them.

Not to mention that it would also give ccp a reason to force rorquals out of tower shields and into belts where they belong since in a system with a cyno jammer they could be a serious threat to small/medium gangs since it would have the capacity to rep the shields of barges in siege mode and the drones from all the barges would be a considerable threat against a fleet of small ships.

This would not only encourage more pvp in general but also the development of industry communities within null sec and give them a role to play in relation to pvpers who are in a defensive fleet. aka bait without having to resort to the classic drake/moa/maller/etc.
Nevyn Auscent
Broke Sauce
#11 - 2013-10-21 07:32:06 UTC
100k dps = 100 seconds vs 1000 dps.
Average ship, lets call it 333 DPS. So 12 of them = 4000 DPS.
To get the one minute you are talking about vs a gang of 10-15 these ships would therefore need 400,000 EHP.
Otherwise known as..... Not a chance.
Legion Reaver
#12 - 2013-10-21 07:36:25 UTC  |  Edited by: Legion Reaver
Nevyn Auscent wrote:
100k dps = 100 seconds vs 1000 dps.
Average ship, lets call it 333 DPS. So 12 of them = 4000 DPS.
To get the one minute you are talking about vs a gang of 10-15 these ships would therefore need 400,000 EHP.
Otherwise known as..... Not a chance.


Like I've said before the numbers are only there as place holders it would be up to ccp to determine what is viable.

If its not viable for a single ship to remain on grid for up to 1-2 mins why not make it possible for a group of 3-5 miners to have enough ehp to remain on grid and await a defense fleet for 1-2 min.

Again the over all idea here would be to have the miners fill the role i mentioned in the above posts to better facilitate pvp among small-medium sized gangs in null by giving pvpers an objective to attack/defend. If it takes half a dozen skiffs to equal 3-4 minutes of time for a defense to show up then thats fine since that means a solo skiff would only need to make it 40 secs or 160k ehp given your example which is only double what the skiff can do now with the trade off being the exhumer is immobile for 5-10 mins. Also keep in mind that the module is only use able on exhumers which would help justify their cost vs T1 barges.

So one skiff gets 40 secs for a defense to show up and keep in mind these are the tanky barges. Macks/hulks would only be able to survive as long as 20-30 secs against the same sized force and they would be more commonly used since they would likely gain an increase in range or yield over the increase in ehp when using the module. That being said their boosts in range/yield shouldn't be too great because again the concept is to keep them on grid long enough for defensive fleets to enter the grid and engage the attacking force.
Velicitia
XS Tech
#13 - 2013-10-21 11:49:29 UTC
Meh, I'm not so sure about this, at least as presented.

Make it scripted such that

1. All power to the shields. Gives boost to tank, but offlines the mining lasers
2. All power to mining. Gives boost to yield, but at severe reduction to tank, say 90% reduction in shield HP.

As with the OP, number is just a placeholder.

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

Electrique Wizard
Mutually Lucrative Business Proposals
#14 - 2013-10-21 12:31:33 UTC
Velicitia wrote:
Meh, I'm not so sure about this, at least as presented.

Make it scripted such that

1. All power to the shields. Gives boost to tank, but offlines the mining lasers
2. All power to mining. Gives boost to yield, but at severe reduction to tank, say 90% reduction in shield HP.

As with the OP, number is just a placeholder.


You're on to something, but not quite there yet.
1. Increase mining yield by, lets say 20% by default, and +5% per level of Tactical Rockgrinding Configuration (tm)
2. The activation of the Rockgrinding module reduces armor repair and shield boost effectiveness by 50%
3. The activation of the Rockgrinding module renders the ship using it immobile for 5 minutes and shows a beacon on the overview, to which all ships can warp to.

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Hopelesshobo
Hoboland
#15 - 2013-10-21 13:37:27 UTC
Electrique Wizard wrote:

3. The activation of the Rockgrinding module renders the ship using it immobile for 5 minutes and shows a beacon on the overview, to which all ships can warp to.


Not needed because belts and grav sites can already be warped to by anyone. At least make people use dscan to quickly figure out which belt the immobile exhumer is located at, its not like they can honestly shoot back.

Lowering the average to make you look better since 2012.

Electrique Wizard
Mutually Lucrative Business Proposals
#16 - 2013-10-21 13:48:19 UTC  |  Edited by: Electrique Wizard
Hopelesshobo wrote:
Electrique Wizard wrote:

3. The activation of the Rockgrinding module renders the ship using it immobile for 5 minutes and shows a beacon on the overview, to which all ships can warp to.


Not needed because belts and grav sites can already be warped to by anyone. At least make people use dscan to quickly figure out which belt the immobile exhumer is located at, its not like they can honestly shoot back.


Fair enough, but I'm for keeping the immobility and instead of the warp-in beacon I want an agression timer, because Veldspar Asteroids are people too.

also
http://cdn.meme.li/i/p7nsz.jpg

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Velicitia
XS Tech
#17 - 2013-10-21 14:07:03 UTC  |  Edited by: Velicitia
Electrique Wizard wrote:
Velicitia wrote:
Meh, I'm not so sure about this, at least as presented.

Make it scripted such that

1. All power to the shields. Gives boost to tank, but offlines the mining lasers
2. All power to mining. Gives boost to yield, but at severe reduction to tank, say 90% reduction in shield HP.

As with the OP, number is just a placeholder.


You're on to something, but not quite there yet.
1. Increase mining yield by, lets say 20% by default, and +5% per level of Tactical Rockgrinding Configuration (tm)
2. The activation of the Rockgrinding module reduces armor repair and shield boost effectiveness by 50%
3. The activation of the Rockgrinding module renders the ship using it immobile for 5 minutes and shows a beacon on the overview, to which all ships can warp to.


1. Exhumers are already good with where they mine, I don't think a straight up increase of 20% is a good idea. Could get behind the 5%/level of Tactical Mining Reconfiguration though (edit: If and only if the module is scripted for mining yield). Perhaps also decrease cycle time, or increase cap usage of the strip miners as it's activated ... might give orcas/rorquals a use for that cap reduction ganglink...

2. People ACTIVE TANK Barges?!

3. I thought the that "module activation makes you immobile" was a given, though a "Here I am!" beacon is just bad. Also, moar fire coming out of the barges when deployed.


Though, thinking about it "Activating this module makes you immune to all incoming ewar" (no jams, etc ... but ALSO NO INCOMING RR).

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

Reaver Glitterstim
The Scope
Gallente Federation
#18 - 2013-10-21 14:13:26 UTC
What mining needs is not improvements for people who mine for long periods of time, but rather improvements for people who mine in short bursts.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."