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Player Features and Ideas Discussion

 
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[New structures] Market Hubs and Drilling Platforms

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Kate Ragnarok
Git R Done Resources
#161 - 2015-04-05 14:02:45 UTC
Off the wall idea for the drilling platform.

Have a module for it that using the Entosis link allows a person to take control of 2 exhumers or mining barges.

It has a scan module that scans the whole system for the most valuable asteroids. They can be at their platform controlling both ships.

There would have to be a down side Well there would be a 15 second wait on recalling a ship so once you see a red in local and issue a recall order the ships takes 15 seconds return. Or have it return when it finishes its mining cycle.
James Baboli
Warp to Pharmacy
#162 - 2015-04-06 08:34:49 UTC
Kate Ragnarok wrote:
Off the wall idea for the drilling platform.

Have a module for it that using the Entosis link allows a person to take control of 2 exhumers or mining barges.

It has a scan module that scans the whole system for the most valuable asteroids. They can be at their platform controlling both ships.

There would have to be a down side Well there would be a 15 second wait on recalling a ship so once you see a red in local and issue a recall order the ships takes 15 seconds return. Or have it return when it finishes its mining cycle.

So, by using a link, you are running multiple ships while potentially mostly AFK? -1

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Kate Ragnarok
Git R Done Resources
#163 - 2015-04-06 15:15:27 UTC
James Baboli wrote:
So, by using a link, you are running multiple ships while potentially mostly AFK? -1



No I see this as great risk with great reward.

I see 3 ships at risk. The entosis link ship and to mining ships.

I see a 15 second delay between the order of a mining ship and its action.

I think since the mining ships are now kind of like drones they should not have any active modules except mining lasers.

Most miners are kinda AFK anyway. this part of the game will not change. However it gives miners a great reward but also great risk. I could see a miner afk loosing 3 ships instead of just 1. Also I could see an active miner making bank.

I can go either way I like to gank miners and I like to mine. Mostly I gank those in my space.
Bubbleup Now
School of Applied Knowledge
Caldari State
#164 - 2015-04-06 16:14:04 UTC
One area of concern is how the conquering mechanic will work with these structures in Empire space or Wormhole space where the 'constellations' are not as easily demarcated. Many of the empire constellations have both low and high sec portions, so pirate corps with all their members at -10.0 could be denied the ability to defend a structure when the sites spawn in high sec, just as a pure high sec corp would have issues with entering low sec.
McChicken Combo HalfMayo
The Happy Meal
#165 - 2015-04-07 03:07:19 UTC  |  Edited by: McChicken Combo HalfMayo
Kate Ragnarok wrote:
I could see a miner afk loosing 3 ships instead of just 1.

I could see a miner with 5 accounts mining with 15 barges instead of 5. The last thing we need is more influx of minerals from multibox fleets. -1

Bubbleup Now wrote:
One area of concern is how the conquering mechanic will work with these structures in Empire space or Wormhole space where the 'constellations' are not as easily demarcated. Many of the empire constellations have both low and high sec portions, so pirate corps with all their members at -10.0 could be denied the ability to defend a structure when the sites spawn in high sec,

Unless I'm mistaken you would be deploying a structure in a single system and that's what would be defended. What do you mean by "defend a structure when the sites spawn in highsec".

Quote:
just as a pure high sec corp would have issues with entering low sec.

Risk aversion is not a gameplay issue.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Rialen
Native Freshfood
Minmatar Republic
#166 - 2015-04-07 03:19:52 UTC
Here is another suggestion...

Currently, boosting requires a dedicated account to sit at a pos, afk and provide active boost. If the ship warps, it breaks boost. if the ship docks, it also breaks boost. This also requires a dedicated account that essentially sits there and do nothing.

I propose that in the changes for structure coming up, the drilling platform is made into a similar role as a booster ship. The way it works is like this:

1. The drilling platform attaches itself to a large asteroid (not mineable via the usual mining barges / exhumers)

Things the drilling platform can do passively:

- Spawn mineable asteroids (or gas, moon goo etc) at set interval for miners to mine. The asteroids spawned will drift away from the platform (like a broken rock floating away), and getting further away until it floats off grid and disappear. This means miners have a limited time to mine the rock which is slowly drifting away.
- Automatic defenses vs players (providing guns are fitted to drilling platform), based on standings (similar to current pos setup)

Things the drilling platform can do actively (must have skilled pilot taking control of drilling platform):

- Spawn higher yield asteroids, providing similar yields from asteroid equivalent to what miners will get from a boosted ship. Yield bonuses will be dependant on player skills. Once rock spawns, it doesn't require the drilling platform pilot to remain online. Current game system requires a booster to be on and providing boosts to the miners themselvs. The new system will boost the yield of the rocks itself and not the individual players. The way to do this can be a skills based, mini game or a combination of both. Usually I am against minigames as it is just a distration from keeping an eye on local in null, but as a structure, it is not going anywhere, so minigame is ok.
- Pilot can take control of fitted weapons to use in PvP or PvE combat
- Pilot can launch transport drones (providing that the specific type of transport drones are built and placed in drone bay, such as ore transport drones, gas transport drones etc...), and assign tasks to transport drones. The players will set the following information:

The transport drones will have an input and an output requirement. Input is where the drones loot stuff from, and output is where loot is stored in (Personal hangar, corporation hangar, Alliance hangar etc). If the drilling pilot has greater security where they can view other corporation member's hangar, those personal hangar can also be placed as an output location

Can't think of any other active tasks that drilling platform pilots can do at this time but if anyone thinks of anything, post your ideas.
- Can use a tractor beam to hold a rock in place so it doesn't float away (opposite of passive where the rocks float away after a period of time)

that's about all i can think about at this time so if anyone else have ideas a active mining director can do in a mining platform, post a reply :)
Raphael Celestine
Celestine Inc.
#167 - 2015-04-07 06:12:04 UTC  |  Edited by: Raphael Celestine
McChicken Combo HalfMayo wrote:
Bubbleup Now wrote:
One area of concern is how the conquering mechanic will work with these structures in Empire space or Wormhole space where the 'constellations' are not as easily demarcated. Many of the empire constellations have both low and high sec portions, so pirate corps with all their members at -10.0 could be denied the ability to defend a structure when the sites spawn in high sec,

Unless I'm mistaken you would be deploying a structure in a single system and that's what would be defended. What do you mean by "defend a structure when the sites spawn in highsec".

Capturing something in Fozzie-sov has two separate parts; the initial reinforcement-equivalent, which is a single battle on the grid surrounding the structure, and then the subsequent fight to destroy/capture the structure. That second battle will be spread out over a number of nodes which can spawn anywhere in the constellation.

If the full sov mechanics are applied to structures dropped in Empire space, the RNG can potentially lead to battles over a lowsec structure being fought primarily in highsec, and vice versa.
Quote:
Quote:
just as a pure high sec corp would have issues with entering low sec.

Risk aversion is not a gameplay issue.

Breaking the distinction between high, low, and nullsec is. A corporation based in highsec and operating structures there should be able to defend those structures in highsec as well ... or they should be given the same benefits as a lowsec corp using those same structures.
Erasmus Grant
Order of the Eclipse
Triumvirate.
#168 - 2015-04-07 08:45:49 UTC  |  Edited by: Erasmus Grant
I do not like how the most powerful capsuleers in New Eden control the most powerful moons despite not having a real presence in some areas they hold moons. I would hate to see something become non passive since I would like to think there are Capsuleers contributing more to New Eden instead of grinding ISK. If the is no other way so be it.
Arctic Estidal
Viziam
Amarr Empire
#169 - 2015-04-07 14:30:28 UTC
There should be varying sizes of market structures.

Small - Mobile Trade Hub

This would be similar to a mobile depot size allowing small common goods to be purchased directly from the unit. This could be placed in an asteroid belt, or inside a POS to enable the sale of items.

These have to be deployable by individuals primarily but also allow by a corp. These need to have a defence reinforcement mode, otherwise they will just be destroyed by roaming gangs and looted, or they will just be placed a POS's so the guns protect them. When reinforced, the player can go and empty the unit and then potentially repackage the unit.

These units should only accessible in the system. The player owning the structure should be able to see its current status, quantity of items and orders and should be able to adjust the prices remotely, but has to physically attend the unit for refills.

Medium - Market Hub

This could be similar to the mobile trade hub, but larger with bigger capacity. They would be anchored inside a POS and owned by an individual or corporation, the sale and buy orders would be able to be placed by all players who have access to the market hub.

Large to XL - Market Headquarters

This market hub would operate as a standard market hub. Visible for the entire region. This structure may provide connection with the small and medium structures so a market trader can control the structures in some way. Providing a benefit of installing a market headquarters.

The benefit between the various sizes should be protection. So the largest of the structures provides the best protection for the market orders. There are billions of isk in market orders in any given null sec region. This accounts for million of m3 of items which cannot be evac'd quickly or in most cases is impossible to evac, so there has to be signficant protection if players are going to invest the time and significant isk into these structures.

Structures & Skills

The player skills should control visibility and management of market orders, not the structure. The structure should add connectivity to structures within the region for the owner. Market trading is a significant part of the game and should be allowed to continue, buying items from other stations and transporting them to new locations and selling.

Being able to see all the market orders in a region is vital and should remain. This shouldn't be limited, except for the small market units, due to their size and utility. What needs to be prevented, is groups isolating their markets, interaction makes the game enjoyable.

Contracts

Contracts really need a revamp, so everything doesn't just say [multiple items]. Contracts should be available in the market hubs and market headquarters.


Interbus Transport

I have no idea where this idea came from but it is the worst idea I have ever heard. There should be no NPC transport. Players should always be undertaking the transport of items. This only removes player-to-player interaction.


James Baboli
Warp to Pharmacy
#170 - 2015-04-07 14:46:10 UTC
Originally posted as a seperate thread, because search function lied to me, and I wasn't following this discussion

So, I was talking with my dad and he hashed out an interesting concept for a deployable. A mining platform.

Effectively a medium sized can and a strapped on package with a mining laser and a battery just large enough to power one cycle with no energy recharge of it's own, the mining platform would be dependent on the player's ship for energy to run said mining laser.

Why I think this is both interesting and a good concept:
This would mean that other ships than just barges are useful for mining, and that attention to the mining process is able to significantly affect your income, while skill (getting the mining platforms where you want to mine first and keeping them fed efficiently) acts as a multiplier to the possible income. Of course, this is balanced by the requirements of being able to cap the platforms and then move the ore produced in something which can move ore better than the first logical choices, osprey and augoror, promoting either more skill and logistics intensive solo or group play. It also removes the aspect of linked miners vs. unlinked miners, as the platforms can't be piloted and thus would get not fleet boosts. Finally, such an operation would be hard to bot efficiently, and would likely be extremely easy to disrupt in such a case of botting, due to the much tighter cycles, and increased number of complex commands required to do efficiently

Positive concepts:
Active mining system, which uses a skill and attention driven mechanic to drive income
Increased options, with a balancing mechanism between high focus and low focus game play (income and risk proportional to them)
Low additional asset requirements (re-purpose most of the MTU code, container and mining laser graphics, etc)
Fits with developing more active content with minimal effort or added complexity, as it reuses existing mechanics in a new way
Requires active defense in less safe space, but easier to cut and run, making it a scalable risk vs reward scenario in most cases.
Already tangential to the drilling platform discussion, and can be cross posted there if this is close enough in concept in the eyes of CCP or ISD.

Negatives:
Potential for good players to vastly deflate mineral prices with large influx if not well balanced.
Another thing that might need to be added to overviews and possibly needing a new icon for same.

Proposed versions:

Mining platform I:
Requires anchoring 1
Uses a miner i, Medium capacitor battery I and a Large Standard Container to build
Packaged 75 m3, expanded 700 m3
Mines equal to an unbonused miner i
Cap of 20Gj, uses 20gj to cycle
Capacity of 650 m3

Mining platform II:
Requires anchoring 4, mining 5
Uses a miner II, Medium capacitor battery II and a Large Standard Container to build
Packaged 75 m3, expanded 700 m3
Mines equal to an unbonused miner II
Cap of 70Gj, uses 70gj to cycle
Capacity of 650 m3

Large Mining platform I:
Requires anchoring 3, Mining 5, Astrogeology 5
Uses a strip miner l, Large capacitor battery II and a Medium freight container to build
Packaged 600m3, deployed 6000m3
Mines equal to an unbonused strip miner l
Cap of 90, uses 90 gj t cycle
Capacity of 5700m3

Large Mining platform I:
Requires anchoring 3, Mining 5, Astrogeology 5
Uses a strip miner l, Large capacitor battery II and a Medium freight container to build
Packaged 600m3, deployed 6000m3
Mines equal to an unbonused strip miner l
Cap of 90, uses 90 gj t cycle
Capacity of 5700m3

Had a couple negative reviews in that thread, which I reported myself and which is located here.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Fool Nalelmir
Viziam
Amarr Empire
#171 - 2015-04-09 15:52:46 UTC
I am NOT a fan of passive isk for any of this stuff. I would like to see is this:

1) They should create a spawn point for asteroids and maybe a new set of asteroids that replace moon goo. Passive Isk Moon harvesting is the worst mechanic ever.

2) Miners should have to sit and mine the crap that comes out.

3) These sites should either be on the overview or easy to scan out.

4) The size of the structure should dictate the spawn rate.

5) The owner of the structure should be able to choose threw fitting what materials to spawn.

6) Make the structure boost (with a person managing) in addition to your orcas and rorquals maybe. Also let them tractor cans in with a person in the helm of the structure.

7) Let there be a modual for compression and or refining.

I heard lots of people complaining about multi box miners but honestly rite now you have the moon goo pulled in with almost no interaction other than drop fuel off pick up isk. If the moon goo was like this as well you have a whole new mining game and a new structure that if you want the moon goo you have to defend giving me a new place to hunt targets. And maybe it would be worth me defending miners if it was worth more lol.
War Kitten
Panda McLegion
#172 - 2015-04-09 18:07:15 UTC
Just stopped by to see if any Devs had chimed in on how the new structures will affect moon mining.

Are the rules going to change? Will multiple platforms be allowed to mine one moon? Are changes to this in our near future, or farther off?

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Dr Cedric
Science and Trade Institute
Caldari State
#173 - 2015-04-10 00:10:16 UTC
Im sure its been said already, but I'm at work and can't read through everything.

Idea here is to have a structure deployable at certain harvesting sites (gas, mining, PI, moon goo, etc...)

Once deployed the owning person/corp/alliance can 'deposit' a certain amount of ISK into the structure, and set a rate that a "player to player" trade can occur.

For example, I mine in null-sec and want a quick return for my time. Some manufacturer wants a quick influx of minerals. So, the manu-guy deploys an "ore silo" and deposits 50M ISK. He then sets a transaction rate, say one unit of Spod will get me 1,000 ISK. Once the ISK is gone or the ore-hold full, the structure shuts down and goes into some kind of inactive mode waiting for the owner to empty or recharge it for the next go around.

This could be used for any kind of resource and makes a nice change to the current market order.

THanks for the read :)

Cedric

Lienzo
Amanuensis
#174 - 2015-04-10 00:52:08 UTC
For drilling or resource structures, I think it's important that they have an inverse relationship between security and profitability. Ideally, the simplest, cheapest, weakest and smallest ones go in places that only small ships can access.

The structures that need the most security are assembly and storage facilities. The can be extended to saying that they need the highest sensor strength, or the least exposure to probing. It would be reasonable to create system wide effects that can boost these, perhaps attached to sov. High security indexes, or anchorables which take advantage of these conditions, should diminish the efficiency of extractive structures.

Market or vendor structures offer us an interesting future option for keeping players in space. I think we are all familiar with the way that stations incentivize large numbers of people to go AFK.

One thing that I'd like to see with structures is to make them specialized. Some might be oriented to ammunition and resupplying ships, while others might look more like shipyards of various size. A harbor is a safe place in a storm. A ship is safe there, but ships aren't built to stay in harbors. It would be smart to put small docks in places that only small ships can visit. Medium sized docks and their environments might support small ships as well.

One thing that I'd really like to see from these industrial structures is something that caters to the obsessive industrialist. Make our skills apply to them individually. Instead of 300 max market orders everywhere, give us +1 market order slot per skill level at each vending machine. Maintaining significant numbers of them would mean spending a lot of time in space. The expense of database space and access time has gone down a lot since 2003, so it would make sense to leverage trends to cater to obsessive customers.

Ultimately, unless we are going to focus on making all future structures corp role dependent, all of the structures will need market components. If we are going to have a refinery array support more than just a privileged set of users within a single corp, then it would make sense to have it support a small mineral market. It could as easily be a place for a miner to vendor his haul as process it, or wheel and deal with his peers and competitors.
Erasmus Grant
Order of the Eclipse
Triumvirate.
#175 - 2015-04-10 09:05:56 UTC
I would think be cool if Alliances could have trade agreements with each other where the mercantile parties of null sec alliances can get access only to the market hubs of another alliances if they have an agreement to do so.
Milla Goodpussy
Garoun Investment Bank
#176 - 2015-04-10 20:18:58 UTC
i am against any suggestion of the drilling platform to become the new "rorqual"

screw that idea and if fozzie even so much as thinks about it, then ccp better be ready to payout 2.2 bil in isk to every single pilot that has one.

the Capital Industrial Command Ship.. should have the highest boosting power over some damn gimmicky structure,

GTFOHWTBS.
Alavaria Fera
GoonWaffe
#177 - 2015-04-11 06:02:31 UTC
Milla Goodpussy wrote:
i am against any suggestion of the drilling platform to become the new "rorqual"

screw that idea and if fozzie even so much as thinks about it, then ccp better be ready to payout 2.2 bil in isk to every single pilot that has one.

the Capital Industrial Command Ship.. should have the highest boosting power over some damn gimmicky structure,

GTFOHWTBS.

Did the rorqural come about before or after the orca

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Sarah Eginald
Git R Done Resources
#178 - 2015-04-12 03:20:39 UTC
I got an idea instead of the mining platform doing mining boosts. Have an rorqual or and orca moor with it. The pilot would have the boosts of there ship. While the can control an exhumer to do there mining. It would make a or orca pilot be able to work mining instead of just boosting. Maybe give the pilot of the command ship 2 sets of controls and overviews, one for the boost one for the mining ship they can control.
Milla Goodpussy
Garoun Investment Bank
#179 - 2015-04-13 04:29:08 UTC



Interbus Transport

I have no idea where this idea came from but it is the worst idea I have ever heard. There should be no NPC transport. Players should always be undertaking the transport of items. This only removes player-to-player interaction.


[/quote]


it came from some dude who thinks players would have fun escorting/defending random NPC's in null sec.

worst idea ever imho
Sean Crees
Sean's Safe Haven
#180 - 2015-04-13 18:51:55 UTC
Any chance of doing station skins like the new ship skin system? Some people may want to color coordinate their stations, or their alliance assets in space.