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Mining Complete Overhaul

Author
Miranda
Eternal Profiteers Empire
#1 - 2011-12-08 11:12:24 UTC
Since eve first started this lowly proffession has been constantly left behind or ignored.

The ships get bigger and we finally get some better mining ships, but there not BIG enough. The orca and its sister ship the roquel are nice boosters but still seem like a rushed idea.

So ideas for Complete overhaul.

Remove the current belts, Haveing a small cresecnt shape deployment of roids around a marker seems a little strange. Its called a belt not a deposit. The belt should be thousand of km;s across in all directions and should be orbting the sun or a planet.
Bits of it can orbit at different speeds so that its a truely dynamic changeing area with no set paths through it.

If the belts get changed then ccp can use a graphic thats allready in game, the mining outpost for players to set up and use as a location to base there mining operations from.

Ships, Personally i hate the mack, its badly designed and implemented. Why have a ship with a bonus to yeild that has such a small cargo bay it can only take 1.5 cycles from its own lasers! Id like to see some post ore development of the current ships now all the races have acess to them. Maybe some mad designes like taking an orac, ditching the corp bay, fitting a refinery and then welding 2-3 hulks to it so it can mine, and reprocess on the spot.

Or upgraded version of the tractor beam mixed with the strip miner that just pulls the entire roid into the strip miner field infront of the ship and then into the cargo bay.
astara989
Caldari Provisions
Caldari State
#2 - 2011-12-08 11:27:09 UTC
No....Just no.
Miranda
Eternal Profiteers Empire
#3 - 2011-12-08 11:31:22 UTC
astara989 wrote:
No....Just no.


Is that the best you can come up with? try stateing a reason and not just trolling.
Joshua Aivoras
Tech IV Industries
#4 - 2011-12-08 12:15:41 UTC
New ideas for mining are nice, but please try to keep them within reason.

Give reasons why this or that should be changed/added.

It's fun to let our imaginations roam sometimes, but a Gigantic Voltron-esque robot that was made from 5 hulks and an Orca punching through Roids and clearing a belt in 10 mins ins't exactly a "good" idea.

95% of the players are loving EVE, the other 5%? On the forums.

Miranda
Eternal Profiteers Empire
#5 - 2011-12-08 12:34:45 UTC
Well the belts really need changeing. We have a lovely vast space with nice things to look at and then you find a small bunch of roids that should orbit a sun, planet sitting around a flameing marker.

There called roid belts, there the debris from planet creation they should be massive.
Rhianna Ghost
Ghost Industries Inc.
#6 - 2011-12-08 12:48:28 UTC
Miranda wrote:
Since eve first started this lowly proffession has been constantly left behind or ignored.

The ships get bigger and we finally get some better mining ships, but there not BIG enough. The orca and its sister ship the roquel are nice boosters but still seem like a rushed idea.

So ideas for Complete overhaul.

Remove the current belts, Haveing a small cresecnt shape deployment of roids around a marker seems a little strange. Its called a belt not a deposit. The belt should be thousand of km;s across in all directions and should be orbting the sun or a planet.
Bits of it can orbit at different speeds so that its a truely dynamic changeing area with no set paths through it.

If the belts get changed then ccp can use a graphic thats allready in game, the mining outpost for players to set up and use as a location to base there mining operations from.


OK, so now everthing shines and sparcles. And whats the deal? Still boring as hell.

Miranda wrote:
Ships, Personally i hate the mack, its badly designed and implemented. Why have a ship with a bonus to yeild that has such a small cargo bay it can only take 1.5 cycles from its own lasers!


Well, you are right from a logical point of view, but with the current Ice-prices (Lets ignore "outside" influences on blue icycle at the moment) the answer would not be increasing the cargo, but decreasing the laser output.

Miranda wrote:
Id like to see some post ore development of the current ships now all the races have acess to them. Maybe some mad designes like taking an orac, ditching the corp bay, fitting a refinery and then welding 2-3 hulks to it so it can mine, and reprocess on the spot.


Or upgraded version of the tractor beam mixed with the strip miner that just pulls the entire roid into the strip miner field infront of the ship and then into the cargo bay.[/quote]

All you would do by this is send the mineral prices below absolute zero and completely kill mining as a profession. A Hulk mines (more than?) enough to be valid.

If you want to improve rentability of mining: remove other sources of minerals (Drone Regions / reprocessing). Wait how the market reacts. Then think about further steps.

If you want to make mining more fun: Think harder!


Lady Ayeipsia
BlueWaffe
#7 - 2011-12-08 14:10:04 UTC
A good MAC setup can hold 3 cycles of its 2 harvesters. Why is that a problem?

As for mining, honestly, I am happy with the way it is. I can mine ice while playing something like skyrim or watching a movie. It makes for pleasant passive income while I enjoy additional activities. Why should this be changed?
Emma Royd
Maddled Gommerils
#8 - 2011-12-08 16:42:40 UTC
Lady Ayeipsia wrote:
A good MAC setup can hold 3 cycles of its 2 harvesters. Why is that a problem?

As for mining, honestly, I am happy with the way it is. I can mine ice while playing something like skyrim or watching a movie. It makes for pleasant passive income while I enjoy additional activities. Why should this be changed?


What's a 'good MAC setup'?


Easy to use is T2 harvesters, T2 cargo expanders & Cargohold Optimization rigs - better for AFK but poorer extraction rates.

Non-AFK mode is T2 harvesters, 2x T2 Ice Harvester Upgrades, and 1xT1 1xT2 Cargohold optimization (if you're bothered) to get you 8,280 m3 cargo space for 2 cycles.

neither is better than the other, it's personal choice. Personally I don't afk, and go for the max extraction, I don't even bother with the cargohold optimization since 1 or 2 cycles doesn't really make that much difference. I'll sit infront of the monitors watching a film, and blitz the ice for a few hours and let the rocks mount up, but I mine with 7 miners, 1 hauler and an orca bonus so I don't have to do it that often.

Was pleasantly surprised when I put in the T2 laser optimization thing, cycle time went from 215.8 to 196.97 without implants for the miners, well worth the few million isk :)
Luxi Daphiti
Viziam
Amarr Empire
#9 - 2011-12-08 17:12:19 UTC
Any changes that increase yield directly or indirectly are bad. Yes, you'll get more ore/minerals, but the prices will crash. Any changes ideally must either decrease the yield, or the net output, of all miners (Kill the supply, and price's rise - although best probably to leave the yield alone and hit the bots). Or alternatly increase the demand - for instance, by making manufacturing require more resources.

Aesthetic changes might be nice though. Just don't touch the yield Lol
Velicitia
XS Tech
#10 - 2011-12-08 17:57:34 UTC  |  Edited by: Velicitia
Luxi Daphiti wrote:
Any changes that increase yield directly or indirectly are bad. Yes, you'll get more ore/minerals, but the prices will crash. Any changes ideally must either decrease the yield, or the net output, of all miners (Kill the supply, and price's rise - although best probably to leave the yield alone and hit the bots). Or alternatly increase the demand - for instance, by making manufacturing require more resources.

Aesthetic changes might be nice though. Just don't touch the yield Lol



or some new ships that *everyone* wants to build at ME0... like the tier3 BCs for instance.Cool

edit -- with the new T2 ganglinks, yield is far more than enough. Sure, right now things are in a bit of an uproar because of building the new ships at sub-optimal ME ... but things will eventually settle down, and actually will dip lower, because of the massive boosts to yield that people are getting. Don't have the numbers right here, but IIRC yield will max out at around 2800 in hisec, and just about 3400 in low/null... (sans drones, because I can't stand using them).

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

Lady Ayeipsia
BlueWaffe
#11 - 2011-12-08 18:04:17 UTC
I go with the max capacity MAC, holding just over 12k cargo for 3 cycles. i have no hauler or orca support, so I fill, warp to pos, then back. Given that I'm usually on my xbox, I don't need to maximize time. I want less trips overall, so this works for me.

Now if I did have a hauler or orca, max yield would be better, but eh... Not stressing, just happy with a little extra income while playing something else.
Xonk
Blue Horizon Enterprises
#12 - 2011-12-09 15:59:58 UTC
Here is my 2 ISK:

Don't COMPLETELY Change everything...except for the belts, which I do agree about. For mining to be more "Realistic", make one (or two) large scale belts, similar to the asteroid belt in our own solar system. And before you start blasting me, I think I can cover some of the objections, lol.

1st: A large belt that is in it's own orbit.. Several larger 'roids, say, 1 to 5 or 6 km's across. Then all sizes and shapes.

2nd: Mix up the minerals, put several in the rocks, and change the scanner for it to read what the make up of a rock is. Say, in a larger rock, have 75% Veld, 25% Scordite, etc.
Keep the same type of mining lasers...you could have several Hulks mine a larger rock, and not run out of minerals for awhile...I mean, look at Ice harvesting, most ice rocks take FOREVER to mine.

3rd: Some will say that it would be too graphic intensive...not so. When you warp to a belt now, all you see is what is close to you. BUT, only reform/reset the belts once a week, or so. Jus thave the software draw the 'roids in a quadrant or section.

4th: To make things a BIT less complicated to find a place to mine...divide the belt into quadrants, then smaller sections, say, 16 in all, and, for instance, re mark the areas, like this: Asteroid Belt 1:, Alpha Quadrant, Section 1, 2, 3, 4, etc. Be able to bookmark a large roid, or section with several smaller rocks.

5th: Keep the ships the same, and bonuses. If you mine in a fleet, and with an Orca, great! Bookmark a big 'roid, and have at it.

So. What you think? Smile
Velicitia
XS Tech
#13 - 2011-12-09 16:51:10 UTC
Xonk wrote:
Here is my 2 ISK:

Don't COMPLETELY Change everything...except for the belts, which I do agree about. For mining to be more "Realistic", make one (or two) large scale belts, similar to the asteroid belt in our own solar system. And before you start blasting me, I think I can cover some of the objections, lol.

1st: A large belt that is in it's own orbit.. Several larger 'roids, say, 1 to 5 or 6 km's across. Then all sizes and shapes.

2nd: Mix up the minerals, put several in the rocks, and change the scanner for it to read what the make up of a rock is. Say, in a larger rock, have 75% Veld, 25% Scordite, etc.
Keep the same type of mining lasers...you could have several Hulks mine a larger rock, and not run out of minerals for awhile...I mean, look at Ice harvesting, most ice rocks take FOREVER to mine.

3rd: Some will say that it would be too graphic intensive...not so. When you warp to a belt now, all you see is what is close to you. BUT, only reform/reset the belts once a week, or so. Jus thave the software draw the 'roids in a quadrant or section.

4th: To make things a BIT less complicated to find a place to mine...divide the belt into quadrants, then smaller sections, say, 16 in all, and, for instance, re mark the areas, like this: Asteroid Belt 1:, Alpha Quadrant, Section 1, 2, 3, 4, etc. Be able to bookmark a large roid, or section with several smaller rocks.

5th: Keep the ships the same, and bonuses. If you mine in a fleet, and with an Orca, great! Bookmark a big 'roid, and have at it.

So. What you think? Smile


Overall I think it's good. Here's a few amendments that I thought of (also, some added complexity, because mining is really easy now).

1. OK, but no bookmarks on overview, save for 1.0 sec. Change 1.0 sec to only yield veldspar (or some other NPC-buyer only rock). 1.0 Sec will still have the new sites, but newbies need something to cut their teeth on until they can scan.
2. nice idea ... only on rocks over a certain size though -- e.g. it has to have 150 000 veld (of any variety) before the scord or plag would start spawning. You'll need survey scanners too ... no more of this "asteroid [veldspar]" stuff
3. seed on Monday and Friday (IIRC, this is how it used to be).
4. I think you'll need 16 additional sites (total of 32 -- this should cover the number of belts any system has currently, with enough room left over for "useless" sites). The sites can normally be found only with specialised mining probes, though If the rocks in the belt get big enough (some km across or something?), then they can be found with normal scan probes as grav sites. Current grav sites are mostly unchanged, with the caveat you stop being told what the rocks are. Fly there and find out (survey scanner).


Now, even though every system has a potential for 32 "belts", only seed as many belts as the system originally had.

Looking at the Frarolle system (I went to dotlan, clicked a random region, and then a random system) -- it has 12 asteroid belts. So, under the "new" system, convert the 12 static belts into 12 of the new sections. The other twenty sections are just useless rock (use mining mission rock types, or simply empty asteroids).

Caveats of this system
- Grav sites just become "Gravimetric Signature" to scan probes. You need to fly to them and survey the rocks.
- Prospecting probes added, they can find grav sites and the belt "sites". They'll give a vague idea of what's there (similar terminology to wormholes, that changes as ratios change -- e.g. if it's just crap rocks "nothing but gravel here", if there's 25% of something "some veld", etc)
- asteroids no longer pop. when you get to 0 units of veld/scord/whatever, you start getting gravel (completely worthless, but it takes space).
- when not using specialised equipment (i.e. Modulated Strip miners, or deep core miners), you get a little of everything. So, if you're mining a rock with a T2 miner turret pulling in 80m3/cycle that is composed of 75% veld, and 25% scordite you get 60m3 of veld, and 20 m3 of scordite.
- Useless rocks also get bigger, and will spawn gravimetric sites at the same threshold as normal rocks. Useless rocks can be broken up with mining lasers (you get gravel), or guns (you do damage, they break).
- Once a belt is mined (even 1 unit), it will despawn and replace one of the "empty" belts on the next respawn DT. (so if you mined 1 m3 from every belt on a sunday in a system with 4 belts that had no other people in it, your four belt bookmarks would be useless after Monday's DT). If the ratio of "useable" to "useless" belts is high enough, then yeah, some belts will end up staying "useable" for a long time, until they eventually get their turn to be useless.

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

Celgar Thurn
Department 10
#14 - 2011-12-09 17:08:28 UTC
Mining is not broken and does not need fixing. You invite CCP to fix things that do not need fixing at your mortal peril. The most notable example of this being Planetary Interaction which is now economically inaccessible to new pilots entering the world of New Eden.

There are numerous areas of EVE that do need some serious love and attention such as the whole Corporation interface, POS roles and access, FW etc etc etc. Please direct CCP's attention towards these areas and well away from the mining community.
Taebris
Garoun Investment Bank
Gallente Federation
#15 - 2011-12-09 22:45:52 UTC
First of all I don't consider mining a lowly profession but hey everyone's entitled their own opinion.

+1 on being creative and posting your idea on the forums. I to think it'd be nice to see some changes in how the belts are deployed if not for anything just to keep things interesting.

But I beg the question to this statement:

Miranda wrote:

The ships get bigger and we finally get some better mining ships, but there not BIG enough.


Since when have we seen anything new above and beyond the Hulk? I don't consider the Orca and Rorqual to be, 'mining', ships per se. I don't fly the Rorqual, but I do the Orca and its just one big cargo hold and fleet booster.

A tech 3 Hulk? Now that would be interesting.
Xonk
Blue Horizon Enterprises
#16 - 2011-12-10 02:53:50 UTC
Velicitia wrote:
Xonk wrote:
Here is my 2 ISK:

Don't COMPLETELY Change everything...except for the belts, which I do agree about. For mining to be more "Realistic", make one (or two) large scale belts, similar to the asteroid belt in our own solar system. And before you start blasting me, I think I can cover some of the objections, lol.

1st: A large belt that is in it's own orbit.. Several larger 'roids, say, 1 to 5 or 6 km's across. Then all sizes and shapes.

2nd: Mix up the minerals, put several in the rocks, and change the scanner for it to read what the make up of a rock is. Say, in a larger rock, have 75% Veld, 25% Scordite, etc.
Keep the same type of mining lasers...you could have several Hulks mine a larger rock, and not run out of minerals for awhile...I mean, look at Ice harvesting, most ice rocks take FOREVER to mine.

3rd: Some will say that it would be too graphic intensive...not so. When you warp to a belt now, all you see is what is close to you. BUT, only reform/reset the belts once a week, or so. Jus thave the software draw the 'roids in a quadrant or section.

4th: To make things a BIT less complicated to find a place to mine...divide the belt into quadrants, then smaller sections, say, 16 in all, and, for instance, re mark the areas, like this: Asteroid Belt 1:, Alpha Quadrant, Section 1, 2, 3, 4, etc. Be able to bookmark a large roid, or section with several smaller rocks.

5th: Keep the ships the same, and bonuses. If you mine in a fleet, and with an Orca, great! Bookmark a big 'roid, and have at it.

So. What you think? Smile


Overall I think it's good. Here's a few amendments that I thought of (also, some added complexity, because mining is really easy now).

1. OK, but no bookmarks on overview, save for 1.0 sec. Change 1.0 sec to only yield veldspar (or some other NPC-buyer only rock). 1.0 Sec will still have the new sites, but newbies need something to cut their teeth on until they can scan.
2. nice idea ... only on rocks over a certain size though -- e.g. it has to have 150 000 veld (of any variety) before the scord or plag would start spawning. You'll need survey scanners too ... no more of this "asteroid [veldspar]" stuff
3. seed on Monday and Friday (IIRC, this is how it used to be).
4. I think you'll need 16 additional sites (total of 32 -- this should cover the number of belts any system has currently, with enough room left over for "useless" sites). The sites can normally be found only with specialised mining probes, though If the rocks in the belt get big enough (some km across or something?), then they can be found with normal scan probes as grav sites. Current grav sites are mostly unchanged, with the caveat you stop being told what the rocks are. Fly there and find out (survey scanner).


Now, even though every system has a potential for 32 "belts", only seed as many belts as the system originally had.

Looking at the Frarolle system (I went to dotlan, clicked a random region, and then a random system) -- it has 12 asteroid belts. So, under the "new" system, convert the 12 static belts into 12 of the new sections. The other twenty sections are just useless rock (use mining mission rock types, or simply empty asteroids).

Caveats of this system
- Grav sites just become "Gravimetric Signature" to scan probes. You need to fly to them and survey the rocks.
- Prospecting probes added, they can find grav sites and the belt "sites". They'll give a vague idea of what's there (similar terminology to wormholes, that changes as ratios change -- e.g. if it's just crap rocks "nothing but gravel here", if there's 25% of something "some veld", etc)
- asteroids no longer pop. when you get to 0 units of veld/scord/whatever, you start getting gravel (completely worthless, but it takes space).
- when not using specialised equipment (i.e. Modulated Strip miners, or deep core miners), you get a little of everything. So, if you're mining a rock with a T2 miner turret pulling in 80m3/cycle that is composed of 75% veld, and 25% scordite you get 60m3 of veld, and 20 m3 of scordite.
- Useless rocks also get bigger, and will spawn gravimetric sites at the same threshold as normal rocks. Useless rocks can be broken up with mining lasers (you get gravel), or guns (you do damage, they break).
- Once a belt is mined (even 1 unit), it will despawn and replace one of the "empty" belts on the next respawn DT. (so if you mined 1 m3 from every belt on a sunday in a system with 4 belts that had no other people in it, your four belt bookmarks would be useless after Monday's DT). If the ratio of "useable" to "useless" belts is high enough, then yeah, some belts will end up staying "useable" for a long time, until they eventually get their turn to be useless.


Hear Hear. Not bad. I do like this idea, and would love to see something like this added. As others have said, don't need to get bigger ships, but yes, a T3 miner WOULD be nice. I don't see why some peeps say don't fix it...yes, it's not broke, and yes, we may never get all we miners want...but, they HAVE added new graphics and sound to the Mining Ships, so...that is a start. (BTW...there is still a bug when your mining drones start...they leave the laser trails behind, and unless you zoon far away, the "Crunching" sounds stay loud, lol)

Let's face it....I believe if it weren't for us "Miners" , there would be no market, no ships, etc. We are the backbone of the Game...P and if miners quit all together, then all these folks would have to go mine for their ships to build...but I degress.

What can we do to convince the designers to at least look at this?
Xonk
Blue Horizon Enterprises
#17 - 2011-12-10 03:00:08 UTC
Taebris wrote:
First of all I don't consider mining a lowly profession but hey everyone's entitled their own opinion.

+1 on being creative and posting your idea on the forums. I to think it'd be nice to see some changes in how the belts are deployed if not for anything just to keep things interesting.

But I beg the question to this statement:

Miranda wrote:

The ships get bigger and we finally get some better mining ships, but there not BIG enough.


Since when have we seen anything new above and beyond the Hulk? I don't consider the Orca and Rorqual to be, 'mining', ships per se. I don't fly the Rorqual, but I do the Orca and its just one big cargo hold and fleet booster.

A tech 3 Hulk? Now that would be interesting.


I agree. I have been in MINING corps. It can be quite fun, with the right people, Flying 5 or more Hulks, with an Orca, and strip a belt in an hour or so. You can make money if you do it right. Our old Corp made just over a Billion ISK in LESS Than a month..that was MAIN Corp Wallet. We sold minerals and ice to corps who built ships, etc, made some friends, got protection from pirates....it works. My CEO make money from MINING and building things...and most the time has over 3 billion worth of product on the market at any given time. So, isn't it about time we see some more presents for us that enjoy and make a living from Mining? :)
Flurk Hellbron
Science and Trade Institute
Caldari State
#18 - 2011-12-10 04:03:04 UTC
First get rid of the bots everybody talks about.
Henry Haphorn
Killer Yankee
#19 - 2011-12-10 05:43:01 UTC  |  Edited by: Henry Haphorn
To the OP:

If you want my 2 ISK, here it goes.

1. I like your idea of rearranging the belts. I also find it stupid to warp into a belt shaped like a horse shoe and perfectly designed to allow a bot to mine with little effort. I like to see them scattered so much that you have to constantly move your ship to keep up with them as they move along as well. Brilliant idea and I approve of this product and/or service.

2. I'm gonna have to murder your idea of buffing the Orca to work like a mining ship for two reasons. First, it's an "Industrial Command Ship". It's job is to assist in your mining operation by providing fleet boosts, a decent cargo room, and it can provide a formidable defense against gankers in the hands of a seasoned Orca pilot. Second, adding a more powerful mining ship such as an improved-mining Orca (which currently only mines with drones) will only make it easier for bot users to **** the economy throughout New Eden with an increased mineral faucet that lowers the mineral value and thus further degrading the already-almost-dead-but-under-appreciated profession that is mining. I'm sorry I can't offer an alternative as this is something that is hotly debated.

EDIT:

Wait, perhaps I do have an idea to contribute.

How about allowing a Industrial Command Ship like the Orca or an Exhumer like the Hulk to create a holographic decoy of whatever ship it wants to project using some holo-projector that only mining ships can use? This could make it very interesting for gankers because now they have to run the risk of hitting a target that's not really there (while alerting Concord) in addition to the 100% guarantee that they will lose a ship with no hope of getting an insurance payout.

It actually benefits both the miner and the ganker. Miner has a 50% chance of getting out alive while the act of ganking becomes more fun for the ganker because now they have to figure out which is the real ship. What do you think?

Adapt or Die

Skorpynekomimi
#20 - 2011-12-10 06:35:07 UTC
Misconception: The mining belts are not like our asteroid belt. THAT is a planet torn apart before it could form by mars and jupiter.
The belts in EVE are assigned to planets and moons, so they're obviously at Lagrange points. Stable areas between celestial bodies that things don't drift out of.
The markers are there to mark them.

I don't want a BIGGER mining ship. I just want a tankier, speedier one. I'd happily give up some yield for that. That'd be a perfect thing for a T3 industrial ship to do. Less max yield than the hulk, but more tank, or the ability to be claoky, expanded cargo, fast, etc. Much like T3 cruisers, but with strip miners or mining lasers instead of weapon bays and turrets.

Economic PVP

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