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Player Features and Ideas Discussion

 
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Overloading Mining Modules

Author
DrysonBennington
Eagle's Talon's
#1 - 2014-07-02 14:48:32 UTC
Overloading a Modulated Strip Miner II would increase its mining yield and range by 5% per level of Thermodynamics but would also increase the rate of mining crystal destruction by 10% per level of Thermodynamics trained.


Although a higher yield and longer mining bonus is present the destruction of mining crystals would introduce a new type of mining module and possible overloading bonuses for a smaller Mining /Expedition frigate.
Psychoactive Stimulant
#2 - 2014-07-02 14:50:03 UTC
No other thermodynamics thing scales like that per level. That's not how they work.

It would be something like 150% faster destruction of the crystals but that number reduced by the amount built into the skill or something.
DrysonBennington
Eagle's Talon's
#3 - 2014-07-02 14:52:51 UTC
Psychoactive Stimulant wrote:
No other thermodynamics thing scales like that per level. That's not how they work.

It would be something like 150% faster destruction of the crystals but that number reduced by the amount built into the skill or something.



Maybe the bonus would be built into the module itself then. Increased mining yield with the 150% increase mining crystal destruction.
Bohneik Itohn
10.K
#4 - 2014-07-02 14:55:22 UTC
How about they just take module damage like everything else instead of requiring a unique piece of code?

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DrysonBennington
Eagle's Talon's
#5 - 2014-07-02 15:19:28 UTC
Because a unique piece of code makes the module more valuable.
Bohneik Itohn
10.K
#6 - 2014-07-02 15:21:05 UTC
DrysonBennington wrote:
Because a unique piece of code makes the module more valuable.



Such logic.

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Fer'isam K'ahn
SAS Veterinarians
#7 - 2014-07-02 15:59:19 UTC  |  Edited by: Fer'isam K'ahn
I do not need the option to overload mining modules, but that's just me.

Regarding 'what if ?' the damage should go to the module for all the reasons it does already including the possible loss and definite repair costs involves with a limited time of actual 'usage' which is the point of overload.

Damaging the already dispensible crystals just a bit more, just adds to the fix costs of such and either pays out, which would allow permanent overload as an exploit and is game breaking regarding that mechanic or it wouldn't wich defeats the whole point of overload in itself.

Since 'either' and 'or' are both a 'no go', the final discussion result is simply: NO