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Player Features and Ideas Discussion

 
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[New structures] Market Hubs and Drilling Platforms

First post First post
Author
FireFrenzy
Cynosural Samurai
#181 - 2015-04-14 05:44:37 UTC
Alavaria Fera wrote:
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


Before...

At the time the orca came out a bunch of people were going "so why dont they just let the rorqual into highsec" and stuff of that ilk
Dr Cedric
Science and Trade Institute
Caldari State
#182 - 2015-04-14 22:05:21 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.


I think we need to let the new structure system settle in so we can determine what roles are filled well by them and where the Rorq can fit in and excel.

Cedric

Dr Cedric
Science and Trade Institute
Caldari State
#183 - 2015-04-15 14:43:26 UTC
At work again, so not sure if its been presented:

If the current options for mining remain (at least for the time being) then what are these drilling platforms going to be used for?

If you anchor them on a Moderate Cluster, do they passive mine (bad Idea IMO)?

If they don't passive mine, what do they do? Mining boosts? (if so, what role does orca/Rorq have?)

If they require an active mining option, how does that work? Does a barge moor to them? Why is that better than the current mechanism of the barge just sitting there and mining by itself?

Just some questions I've had as I look through all of these threads for a 2nd or 3rd time.

On the other hand, if mining undergoes a radical change...

Based on the sov level/index/some other metric, you deploy this drilling platform and it houses an agent of some type. You request a location for ore and he presents you with a "mining mission" to go mine some stuff. The place the agent sends you to could be a system belt, or a rogue asteroid floating around. It could be big enough to house a fleet or a single asteroid. It could be a static location, but the agent interaction "loads" the belt with something mineable.

Just some ideas.

Cedric

Hafwolf
Git R Done Resources
#184 - 2015-04-17 15:08:23 UTC  |  Edited by: Hafwolf
I kind of like the idea of a drilling platform basically takes over the role of the compression and reprocessing. Also it may serve a function in moon mining and pi.

I think a neat feature would be it has a scanner that can tractor in large asteroids for mining next to it. It can create its own asteroid belt. However feature would have to be player controlled. Have a skill for tractor in asteroids and ice. Each level gives you more asteroids to tractor in. have the platform have a que like the industry for tractoring rocks or ice. The rarer the asteroid the longer it takes. It could take 24 hours for arkonoor and only 2 hours for veldspar.

Also since a lot people are concerned about the rorqual maybe have an option if deployed from a rorqual or orca to actually construct itself as part of the ship. The ship would get -100 % on jump and movement. It would be like a modified deployed mode that takes fuel. The structure would provide defense like a pos shield does now. Then if they are asteroids nearby then platform could mine while giving bonus with player control. When the system runs out of fuel or the pilot takes it out of this mode the two are separated so the rorqual or orca can scoop the platform.

That feature would protect the rorqual while giving its boosts however it would be vulnerable while deploying and undeploying.
Hafwolf
Git R Done Resources
#185 - 2015-04-17 15:58:00 UTC  |  Edited by: Hafwolf
Just adding to my previous post. This would be a way to remove the I hub upgrade for mining. Null sec alliance can have there miners of either moon goo or even regular miners place platforms near each other to create there own mining belts. This way miners at different time zones can have there rocks qued to show up on their prime time so the veld is always seeded with good ore's

Also maybe have a small more rare asteroids be able to be pulled in hi sec. Give hi sec miners a reason to use them as well. May be give the ones you find in anomalies in high sec plus the occasional spudomain rock.
Harvey James
The Sengoku Legacy
#186 - 2015-04-17 22:05:07 UTC
moon mining should have its own structure not tied too POS/stations in anyway, more like POCO's really

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Valenthe de Celine
Center for Advanced Studies
Gallente Federation
#187 - 2015-04-18 23:33:38 UTC
Overall, as a small time owner and operator of a POS inside a WH (alongside several allies) this appears to be taking the functions of 1 structure system (the POS) and making us anchor and fuel 8 or more structures to have the same diversity of function and form that our 1 structure with its arrays and batteries performs now. This feels like 8x the risk, 8x the complexity, for very little tangible reward.

For outpost grade structures, I can only assume cost will also skyrocket as there will need to be 8x or more XL structures to perform similar functions to what we have presently in place. In addition, it appears there will be fuel requirements, as well as a need to guard and defend each individual part of this smorgasbord of new structures being outlined for them all to function as 1 building currently operates.

In addition to it feeling like nullsec and WH space are going to sprout huge new expanses of anchored structures, highsec is also going to gain outpost grade structures that are no longer NPC based? Will the NPC corps also be selling of their buildings to align with this new "players should do it all" concept? It feels like null may be invading a highsec system near me, and soon! But only with 8+ structures where 1-3 NPC starbases used to exist.
Rowells
Blackwater USA Inc.
Pandemic Horde
#188 - 2015-04-19 01:29:57 UTC
Valenthe de Celine wrote:
Overall, as a small time owner and operator of a POS inside a WH (alongside several allies) this appears to be taking the functions of 1 structure system (the POS) and making us anchor and fuel 8 or more structures to have the same diversity of function and form that our 1 structure with its arrays and batteries performs now. This feels like 8x the risk, 8x the complexity, for very little tangible reward.

For outpost grade structures, I can only assume cost will also skyrocket as there will need to be 8x or more XL structures to perform similar functions to what we have presently in place. In addition, it appears there will be fuel requirements, as well as a need to guard and defend each individual part of this smorgasbord of new structures being outlined for them all to function as 1 building currently operates.

In addition to it feeling like nullsec and WH space are going to sprout huge new expanses of anchored structures, highsec is also going to gain outpost grade structures that are no longer NPC based? Will the NPC corps also be selling of their buildings to align with this new "players should do it all" concept? It feels like null may be invading a highsec system near me, and soon! But only with 8+ structures where 1-3 NPC starbases used to exist.

They mentioned in the fanfest presentation, that a single structure can perform multiple different tasks depending on how you fit it, but there will be benefits for certain structures specializing.

And I'm not sure what you're referring to in regards to NPC stations
Hafwolf
Git R Done Resources
#189 - 2015-04-19 15:54:24 UTC
I think the npc stations in high sec need to remain for mission runners and for new pilots.

CCP will probably put a sec status restrictions on some of the structures.

I don't think they would want an XL gate or Adminstration hub in high sec.

I think it would be cool to make the structures work more like a t-3 then then a static structure.

I know this would be a lot more work for ccp. HOwever they would make it more customizable for players.

Just have a blank structure for each race. Have the service slots work like sub systems. Say you have a minmatar medium structure it would take the place of a Minmatar small tower take the same fuel. However if you want just a dedicated structure to mining you put service slots and rigs to bonus reprocessing.

This way you can give racial bonus for weapons Minmatar give bonus to projectiles, Caldori Missiles. so on.

This way you can transfer pos bpo's to the new system.
you have most of the modules you would need for service slots already made just transfer them over to the new system.

Also small groups that use towers would be able to customize there the structure will take shape of the service slots. If most of the service slots are for manufacturing it looks like a manufacturing structure same with the other type of service modules.

Wild Dreams
Federal Navy Academy
Gallente Federation
#190 - 2015-04-21 07:51:12 UTC
I really like the idea of these new structures I love the fact I will be able to own n dock in my very own mini station and like a t3 cruiser mod it the way I want it to be setup eather for research n manufacture or market and trade or what ever

as far as drilling platform goes it would be terrible if they worked like a deployable booster as like others have said some ships should do it better but I do like the idea that it forms/pulls in a mini belt for you to mine

it should form the spaces asteroids you are in so caldari or amarr n so on and have a % chance based on level to pull in rare rouds you an only find in other systems and low/ null for highsec this way it will allow high sec miners a chance at some rare minerals not loads so null sec feels it on market but a small amount to help newer players get some isk
Felix Judge
Regnum Ludorum
#191 - 2015-04-24 08:41:50 UTC
How about placing the market hubs on planets' surfaces? Or at least (lorewise) link them to storage areas on the planet surface (orbital elevator)?

That would explain unlimited storage and open new venues as regards item fate upon structure destruction.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#192 - 2015-04-24 08:49:16 UTC  |  Edited by: Spugg Galdon
Felix Judge wrote:
How about placing the market hubs on planets' surfaces? Or at least (lorewise) link them to storage areas on the planet surface (orbital elevator)?

That would explain unlimited storage and open new venues as regards item fate upon structure destruction.



This makes a lot of sense. Market hubs anchored above planets (Temperate, Barren, Oceanic or Ice as Gas, Larva, Storm and Plasma planets wouldn't really be feasible) which gives some limitation to where they can be and you can easily link it with structures on the ground which would be where the items would go if the structure was destroyed. It would also open a lot of opportunity to show "life" and activity with small npc ships ferrying between the surface and the station.
James Baboli
Warp to Pharmacy
#193 - 2015-04-24 09:14:12 UTC
Spugg Galdon wrote:
Felix Judge wrote:
How about placing the market hubs on planets' surfaces? Or at least (lorewise) link them to storage areas on the planet surface (orbital elevator)?

That would explain unlimited storage and open new venues as regards item fate upon structure destruction.



This makes a lot of sense. Market hubs anchored above planets (Temperate, Barren, Oceanic or Ice as Gas, Larva, Storm and Plasma planets wouldn't really be feasible) which gives some limitation to where they can be and you can easily link it with structures on the ground which would be where the items would go if the structure was destroyed. It would also open a lot of opportunity to show "life" and activity with small npc ships ferrying between the surface and the station.

+1. Did not want to mess up the trips with a like.

This sort of safety mechanic is about perfect.
Some predictable losses, most of the assets are safe and can potentially be gotten back without needing to take down the opposing structure without new mechanics. Just copy-pasta on the PI launchpad code, and have a new PI building that lets you launch stuff away from a market hub. Also reduced the ability of market hubs to be hellcamped if implemented well.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Felix Judge
Regnum Ludorum
#194 - 2015-04-24 09:16:26 UTC
Oxide Ammar wrote:
I have some questions about the market hub:

- What happens when I put a public market hub then people start to list their goods there, what stops me from unanchor it and steal all market goods to myself ? [...]


My spontaneous ideas:

* Unanchoring could take 4 months and there would be an alert to this when setting up orders.

* Collateral: Structure owner could elect to grant collateral on all goods to all customers, which would make structure much more appealing to customers. Collateral protects sellers while goods are still in their possession. Once goods have changed hands, it will protect the buyer until he picks up his shopping bags. This would also practically grant insurance against structure destruction by the structure owner, again making the structure more appealing to traders.

There are all kinds of possibilities: Since Collateral would be a huge investment, maybe it could be scalable as structure owner wants: % of value covered, and / or a hard cap of ISK available for collateral (availability displayed to traders, of course). Traders could elect to store their merchandise in a Collateralized Hangar for higher tax, and Uncollateralized Hangar for lesser taxes. Maybe structure owner could pour as much ISK as he wants (or can afford) into a Collateral Pool for his structure, which covers all merchandise within proportionally (again being visible to traders so that they can decide if they think their goods safe enough).
Mikhem
Taxisk Unlimited
#195 - 2015-04-25 13:14:43 UTC  |  Edited by: Mikhem
I presume small trade hub (container) works like space age dispenser. Dispenser is candy/cigarette machine. You pay isk and container hands out stuff for sale from it. This would be good for selling small volume items like skill books and blueprints. This building would not be connected to market system and stuff for sale would only be visible when you see this structure. It could also contain buy orders for small volume items. Buy orders just need to "eat space" from container so you cannot place more buy orders than what container has space.

edit:

What structure offers ice and ore packing? Drilling platform perhaps? This service allows solo players come to system mine and pack ore/ice and then return home with huge load of stuff.

Mikhem

Link library to EVE music songs.

Mikhem
Taxisk Unlimited
#196 - 2015-04-26 15:10:37 UTC
Is any structure able to offer maintenance array and hangar functionalities that you can rent to outsiders? Here is my vision:

1. Solocapsuleer comes in to null sec solar system with transport. Transport has packed exhumer onboard and modules for it.
2. Solocapsuleer assembles exhumer in local facility and takes it in use.
3. Solocapsuleer puts transport safekeeping to local facility.
4. Solocapsuleer mines ore or ice and packs them in local facility.
5. After he gets about transport load of packed ore or ice then he packs his exhumer takes out transport and moves all of it to high sec.
6. If he survives he gets rich quite fast.

Mikhem

Link library to EVE music songs.

Dracvlad
Taishi Combine
Astral Alliance
#197 - 2015-04-30 15:18:49 UTC
In regards to Market Hubs, I am assuming that you are looking to control the people who can dock based on the standings like current stations in null, but please can you also allow the operator to link in selling and buying abilities into standings too, so that even if a neutral/red has docked by being blue he cannot sabotage the market and nor can he do it from outside while in space.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Hafwolf
Git R Done Resources
#198 - 2015-05-01 02:24:05 UTC
I kind of like the idea about trade hubs being next to planets. It would give another level to pi and also start planetary defense systems which might be useful to dust and future legion players.

The concept that the local markets are controlled by the local inhabitants with the capsuliers giving the local market buy and sell orders.

Maybe different market hubs I the same system can interact with each other that is where you npc haulers can come in. Say a group of blues have a series of market hubs Arround a system. Different corps have there own. So I put up something on the market for sale for the alliance so an alliance member goes to his corp market hub on another planet he buys my order then an npc ship takes off from the planet where my stuff is stored and docks at his market hub to deliver the item.
Destiny Dain2
Your Destiny Corporation
#199 - 2015-05-10 15:06:01 UTC
Drilling Platforms:

These structures will require anchoring near a moon so that you can configure it to moon harvest. But, if you set it up for asteroid mining, the asteroids will spawn around or near your structure. As you get better mining modules you have a better chance of a rarer asteroid spawning.

The activity effect can be, if people are actively mining that day there will be more asteroids around the structure, for that is the only way asteroids spawn and no activity will be that there is only two rocks sitting there. If a PvPer comes across a drilling platform he will instantly know whether there has been activity recently or not just by number of rocks there. If it is moon harvesting, it would be a fine dust around the structure.

This structure will not replace asteroid belts. It is only capable of gravity assisting small asteroids towards it. but, modules will change ore types, spawn rate and number of maximum asteroids. Fleet mining will still take place at belts but with the best modules a couple man corp. might get away with doing all their mining there.


Market Hubs:

Have it where market hubs that are set to public is only open to public purchases. So, anyone outside of the corp. can not place sell orders. They can only buy direct or place buy orders there. If people want to sell and not buy and fuel a market hub then they need to continue using an NPC station.

To prevent corps. from having a monopoly over a region, you might have to consider having a sell order limit. Then they have to decide to either sell a bit of various items or specialize in just ship sales or whatever. If they want to sell more they need to purchase another hub.
Enya Sparhawk
Black Tea and Talons
#200 - 2015-05-11 20:15:13 UTC  |  Edited by: Enya Sparhawk
Thoren Vaille wrote:
Querns wrote:
The idea of "passive" mining structures is very intriguing. Will drilling platforms be able to be parked in an asteroid belt (or even a mining anomaly) and be able to mine autonomously, or will doing so require human interaction throughout the process?


Passive mining isn't really how I read this. I think it's more likely they will follow through with the idea of structures driving content that can be mined. Like when a belt out in HS is mined out, you are able to anchor a structure that breaks down a larger body into mineable resources.

Note that in last year's keynote, CCP mentioned that they want EVERYTHING in EVE to turn over to the players; if it can be built, it can be destroyed. We're venturing into the realm of potentially "building" asteroid and gas fields. Amazing, really.

It would be cool if we could terraform moons and planets into something we want to harvest (PI and the like).

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...