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Why does everyone (sort of) want to making mining easier?

Author
Destination SkillQueue
Doomheim
#121 - 2011-12-27 11:03:59 UTC  |  Edited by: Destination SkillQueue
March rabbit wrote:
RubyPorto wrote:
Quote:

If Concord can't get in in time ... how the **** should a player be able too??
Concord reacts in 10 or less seconds. A mining barg needs MORE time to alligne! And no, staying at full speed is NO OPTION. Same for faction mods which would make them just a more likely target!

The player guard should already be in belt with you. And if you fit your hulk with 2 cargo expanders and 2 expander rigs, aligning out at 70% speed will be long enough to fill your cargo. Is it efficient? Not in the least. But it's safe.

i always wonder: how it can be that "pvp-players" can discuss how it some battle stuff is overpowered or underpowered (BUFF HYBRIDS!!!!) and at the same time they can advice "forget about any efficiency, fit tank" to miners?

would you tank your stealth bomber? Or maybe you passive armor tank your interceptor?
Or maybe you fit your drake with blasters? LOL?

So why do miners NEED TO DO the same?


They aren't talking about the same thing, but you're confusing them to mean the same. Overpowered and underpowered discussions revolve around some ships/fits making others totally redundant. A similar discussion in mining would be for example: is the hulk overpowered, since it makes other mining ships totally pointless once you have the skills to fly a hulk. You'll notice that the discussion would be about if the hulk needs a nerf or should some other ships be buffed to make them more used. It's not going to revolve around how to make the hulk perform even better and making it more overpowered, so there would be even less reason to fly anything else when mining.

I don't see why you bring bombers and interceptors in to this, since it works against your point. People don't tank bombers or interceptors, since they know they aren't supposed to tank well. They focus on taking advantage of their strong points and keep alive by avoiding taking heavy fire. If they want to tank, they use different ships, that aren't as good at doing the things bombers and interceptors are good at. There also aren't people asking interceptors and bombers to have the ability to tank ships focused on direct combat. They accept that if they get caught or make a piloting error, they will die horribly to almost any other ship in seconds.

Miners in contrast aren't willing to make the same sacrifices. They want that maximum mining yeald ship, that can also tank like a champion. They have trouble accepting the fact, that one ship shouldn't be able to do it all and that there are always sacrifices you make to achieve peak performance in another area. A 8 turret BS is a nice mining ship with a huge tank and the insurance pay is good, but for some reason it doesn't seem to be an option for miners. I could also support a branch of more tanky mining ships, that are less efficient than hulks or mackinaws, but are capable of fitting the same modules. That way you have a clear option between tank or mining efficiency and no one but yourself is to blame if you make yourself an easy gank magnet.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#122 - 2011-12-27 11:23:05 UTC
What you guys need is a counter for gankers ...
... not making mining easier / making ganking harder.

Oh and ... great, the 6th billion thread about this topic.
Endeavour Starfleet
#123 - 2011-12-27 11:27:48 UTC
Solstice Project wrote:
What you guys need is a counter for gankers ...
... not making mining easier / making ganking harder.

Oh and ... great, the 6th billion thread about this topic.


Massive hull increase IS the counter. It IS the middle ground.

We don't need new ships or more slots or other hard to add stuff.

CCP seriously run some tests on sisi. Boost Hull HP on all mining craft and ask people to set up gank scnerios. Do it enough and you will find that the minimum should be a Tier 3 with great gear 100M or so. To gank a hulk in hisec.
March rabbit
Aliastra
Gallente Federation
#124 - 2011-12-27 13:40:26 UTC  |  Edited by: March rabbit
buggy forums.....Sad

The Mittani: "the inappropriate drunked joke"

March rabbit
Aliastra
Gallente Federation
#125 - 2011-12-27 13:41:27 UTC  |  Edited by: March rabbit
Destination SkillQueue wrote:
I don't see why you bring bombers and interceptors in to this, since it works against your point. People don't tank bombers or interceptors, since they know they aren't supposed to tank well. They focus on taking advantage of their strong points and keep alive by avoiding taking heavy fire. If they want to tank, they use different ships, that aren't as good at doing the things bombers and interceptors are good at. There also aren't people asking interceptors and bombers to have the ability to tank ships focused on direct combat. They accept that if they get caught or make a piloting error, they will die horribly to almost any other ship in seconds.

Miners in contrast aren't willing to make the same sacrifices. They want that maximum mining yeald ship, that can also tank like a champion. They have trouble accepting the fact, that one ship shouldn't be able to do it all and that there are always sacrifices you make to achieve peak performance in another area. A 8 turret BS is a nice mining ship with a huge tank and the insurance pay is good, but for some reason it doesn't seem to be an option for miners. I could also support a branch of more tanky mining ships, that are less efficient than hulks or mackinaws, but are capable of fitting the same modules. That way you have a clear option between tank or mining efficiency and no one but yourself is to blame if you make yourself an easy gank magnet.

the main problem (which you don't see for some reason): is tanking mining ship completely kills its role.

Let's speak about SB. SB is a small fast frigate with ability to fit big weapon and covert cloak. You can fit some kind of tank to it with speed modules, damage control or something.
Let's say now: to complete your job (kill your target) you need 150% of your cargohold. Or you will need to dock and refuel after your attack to make next shot.
This is what you want from miners: put tank into ship and make 2 attacks instead of 1. Don't forget: hulk fills its base cargohold in 1 cycle (3 minutes). Then it needs to spend 2-5 minutes to warp out/dock/undock/warp back to belt.

BTW: it would be nice if regular pvp ship could haul only ammo for 10 shots. Just imagine how nice will be fights? Big smile

Let's speak about anti-Falcon tactics. Drones with auto aggro, ceptors and stuff. Main idea - get falcon out from grid if you can't kill it. And what is the purpose of falcon when it needs to constantly warp out/warp into grid? And what if we speak about logistics ship with the same situation?
The same is with mining barge. You loose almost all reason to mine if you spend more time to rewarp than mining.
And if you mine ICE the problem is getting even worse: you HAVE TO finish your cycle to get SOMETHING from ice. If somebody forced you to warp out 9 minutes after you started you just wasted your time (i speak about 10 minutes cycle for example).


Why advice "stay aligned" is bad.
Proper align needs your ship to move with (let's say) 70m/sec speed towards some object. Let's say your laser hits asteroid up to 20km. So how much time you have till you get out of range? You have 5 minutes. Then you need to turn towards next object and pass your asteroid again for like next 5 minutes. (Here we speak about ICE mining).
And now get your BS to nearest belt and do this for like 1 hour. Then return and talk to us how fun is it?
And you want miners (HUMANS!) to do it. Or you want bots? Big smile

The Mittani: "the inappropriate drunked joke"

FloppieTheBanjoClown
Arcana Imperii Ltd.
#126 - 2011-12-27 15:43:16 UTC
Here's an interesting thought: Let's make the T1 mining barges into the tanked miners. Don't panic, I'll explain.

Let's say you want to design a good, all-around mining ship. It needs to be able to handle combat, so you give it a good tank. Because if this, it doesn't get as good a mining yield as it could and can't fit as many mining modules (maybe prevent them from taking T2 strip miners, for example). So you've got mining barges, your all-purpose miners that have decent tanks. Then someone takes those designs, strips out all the armor to increase cargo capacity, changes up the slot layout to handle more mining-related modules, and tweaks the system to support high-end miners. It's a purpose built miner that would sacrifice tank in favor of efficiency.

This would mean that the covetor would be your top-end tanked up miner, while the hulk would be the one you pull out when you know it's safe and you want higher yield and more cargo capacity. Then it becomes a CHOICE as to which ship you use, rather than "I can fly and afford a hulk, therefore I will use one because no other miner is superior in any way."

As for aligning out: get two hulks, fit webifiers on them, and web each other. You can align out to a station or safe spot and cruise at very low speeds, mining all the way. It's just a variation on the webifier trick used to bring haulers to warp faster. Get creative, people!

Founding member of the Belligerent Undesirables movement.

Corina Jarr
en Welle Shipping Inc.
#127 - 2011-12-27 15:56:20 UTC
FloppieTheBanjoClown wrote:
Here's an interesting thought: Let's make the T1 mining barges into the tanked miners. Don't panic, I'll explain.

Let's say you want to design a good, all-around mining ship. It needs to be able to handle combat, so you give it a good tank. Because if this, it doesn't get as good a mining yield as it could and can't fit as many mining modules (maybe prevent them from taking T2 strip miners, for example). So you've got mining barges, your all-purpose miners that have decent tanks. Then someone takes those designs, strips out all the armor to increase cargo capacity, changes up the slot layout to handle more mining-related modules, and tweaks the system to support high-end miners. It's a purpose built miner that would sacrifice tank in favor of efficiency.

This would mean that the covetor would be your top-end tanked up miner, while the hulk would be the one you pull out when you know it's safe and you want higher yield and more cargo capacity. Then it becomes a CHOICE as to which ship you use, rather than "I can fly and afford a hulk, therefore I will use one because no other miner is superior in any way."

As for aligning out: get two hulks, fit webifiers on them, and web each other. You can align out to a station or safe spot and cruise at very low speeds, mining all the way. It's just a variation on the webifier trick used to bring haulers to warp faster. Get creative, people!

This is a great idea. I would still use the Hulk, but thats only because I mine actively... and infrequently.

But it would provide an option for those who want to be less active, and make perfect sense IU as well.
Henry Haphorn
Killer Yankee
#128 - 2011-12-27 16:16:25 UTC
FloppieTheBanjoClown wrote:
Here's an interesting thought: Let's make the T1 mining barges into the tanked miners. Don't panic, I'll explain.

Let's say you want to design a good, all-around mining ship. It needs to be able to handle combat, so you give it a good tank. Because if this, it doesn't get as good a mining yield as it could and can't fit as many mining modules (maybe prevent them from taking T2 strip miners, for example). So you've got mining barges, your all-purpose miners that have decent tanks. Then someone takes those designs, strips out all the armor to increase cargo capacity, changes up the slot layout to handle more mining-related modules, and tweaks the system to support high-end miners. It's a purpose built miner that would sacrifice tank in favor of efficiency.



Personally, I think this could work. I think the Hulk is perfect for now. I mean, it's perfectly designed to mine efficiently while also providing the option to tank it to the max with modules at the expense of mining yield. The Covetor would be the primary option for those looking to use a cheap miner they are willing to sacrifice in live events like Hulkageddon; therefore it is a good option to buff. But for now, the Hulk is the only mining ship that is Built. Ford. Tough.

Currently, one can fit a Hulk to have 29,000 BEHP (Base Effective Hit Points = before overheat, fleet boosts, shield reps, etc.). That alone is enough to discourage gankers who can't afford to sacrifice a tier 3 BC or a T1 BS. The Orca, which usually accompanies a Hulk or Covetor, can tank with at least 230,000 BEHP. Alternatively, the Orca can also be fitted for maximum capacity and increased yield at the expense of its tank.

Perfect Match

As it stands, the Orca and the Hulk are a perfect marriage. Both offer the best tank for their role and they compliment each other in terms of yield.

Covetor?

If the Covetor were to get a buff and finally match the tank of its T2 counterpart (at the expense of yield), then the Orca and Covetor will be a perfect match instead. The Covetor already offers a cheap price for its design since it only requires base minerals for production. After all, a lot of players use it during Hulkageddon anyways to cut their loses, so why not buff them a bit? That way, I can finally dust off that T1 barge I had stored in my hangar all this time.

Adapt or Die

Twylla
The Scope
Gallente Federation
#129 - 2011-12-27 16:41:21 UTC
Option 1: Slightly increase T1 barge tank so a Covetor can handle lowsec rat spawns (0.1-0.4) with 'standard' skills.

Option 2: Restrict mission loot. Level 1 missions should drop meta 0-1, Level 2 should drop meta 1-2, level 3 should drop meta 2-3, level 4's should drop meta 3-4 loot, and level 5's should only drop meta 4. Eliminate drops outside those ranges. Minerals should come from two places; Mining and the elusive 'transport' rat.

Option 3: Eliminate regenerating 'public' asteroid belts and increase the rate of Grav site spawns to compensate.

Option 4: Make meta 5 better than meta 4 in terms of fitting/effect (Swap stats, easier t2 fit reqs, etc). This will increase the demand for t2 products, and their base t1 requirements.



Option 3 helps reduce 'bot' effectiveness, since grav sites ultimately despawn and have to be hunted down again. It also provides an additional layer of 'protection' for lowsec miners against killmail-happy pirates that have all but run them out.

Option 1 provides a handout to Miners to more seriously weigh the pros vs cons of operating in lowsec.

2 and 4 make mining more profitable, and fun for miners has always come down to counting the profits after a long day's work.

~Weapons R&D technician, arms manufacturer, weapons dealer, wormhole project manager, nulsec fleet pilot, armored warfare command/mindlink specialist, thanatos pilot, alliance executor, now retired~

I've done everything. NOW GET OFF MY LAWN!

Xolve
GoonWaffe
Goonswarm Federation
#130 - 2011-12-27 17:27:48 UTC
Jaroslav Unwanted wrote:
Well yes you can gank 500k ehp ship if its worth it..
People shooting exhumers for fun..


Effective Hit Points mean nothing, and absolutely will not protect you from being ganked.

The Difference between almost all PvE ships to PvP ships is that PvE ships are active tanked and fit to max out resistances to damage types with local reps; PvP ships are fit out for max buffer to outlast chosen prey. It doesn't matter how hardcore your resists are or how efficient your deadspace/officer reppers are you can't withstand the alpha from a single or multiple alpha ships.

The other problem you face on Mining Vessels (this is based on playing around in EFT and not actual experience) but fitting out for buffer is almost impossible, even on an Orca, without sacrificing yield and efficiency; even the best tanks can be evaporated quickly by 1 or 2 Arty Ships.

Mining needs a change sure, but in the meantime its the easiest isk faucet in the game for new players or relatively inexperienced people and harbors very little risk; if mining is truly your 'deal' find a stable null entity and go amass minerals for the sov gods where its actually safer then Empire.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#131 - 2011-12-27 17:47:16 UTC
Henry Haphorn wrote:
If the Covetor were to get a buff and finally match the tank of its T2 counterpart (at the expense of yield), then the Orca and Covetor will be a perfect match instead. The Covetor already offers a cheap price for its design since it only requires base minerals for production. After all, a lot of players use it during Hulkageddon anyways to cut their loses, so why not buff them a bit? That way, I can finally dust off that T1 barge I had stored in my hangar all this time.


You're halfway there. I'm saying nerf the hulk's tank while buffing the covetor's. It should be a choice: mining barge for tank, or exhumer for yield and cargo capacity. There's no reason a hulk should be able to carry significantly more cargo than a covetor UNLESS something else were sacrificed for that cargo space. If necessary, the yield on the hulk could be increased so that it was still considered a worthwhile investment in spite of its fragile hull. It could be something as simple as changing out one mid slot in favor of a low, allowing for more cargo or mining upgrades.

Founding member of the Belligerent Undesirables movement.

RubyPorto
RubysRhymes
#132 - 2011-12-27 17:57:06 UTC
March rabbit wrote:
Destination SkillQueue wrote:
I don't see why you bring bombers and interceptors in to this, since it works against your point. People don't tank bombers or interceptors, since they know they aren't supposed to tank well. They focus on taking advantage of their strong points and keep alive by avoiding taking heavy fire. If they want to tank, they use different ships, that aren't as good at doing the things bombers and interceptors are good at. There also aren't people asking interceptors and bombers to have the ability to tank ships focused on direct combat. They accept that if they get caught or make a piloting error, they will die horribly to almost any other ship in seconds.

Miners in contrast aren't willing to make the same sacrifices. They want that maximum mining yeald ship, that can also tank like a champion. They have trouble accepting the fact, that one ship shouldn't be able to do it all and that there are always sacrifices you make to achieve peak performance in another area. A 8 turret BS is a nice mining ship with a huge tank and the insurance pay is good, but for some reason it doesn't seem to be an option for miners. I could also support a branch of more tanky mining ships, that are less efficient than hulks or mackinaws, but are capable of fitting the same modules. That way you have a clear option between tank or mining efficiency and no one but yourself is to blame if you make yourself an easy gank magnet.

the main problem (which you don't see for some reason): is tanking mining ship completely kills its role.

Let's speak about SB. SB is a small fast frigate with ability to fit big weapon and covert cloak. You can fit some kind of tank to it with speed modules, damage control or something.
Let's say now: to complete your job (kill your target) you need 150% of your cargohold. Or you will need to dock and refuel after your attack to make next shot.
This is what you want from miners: put tank into ship and make 2 attacks instead of 1. Don't forget: hulk fills its base cargohold in 1 cycle (3 minutes). Then it needs to spend 2-5 minutes to warp out/dock/undock/warp back to belt.


The Miner's role is not to tank, it's to mine. The SB's role is not to tank (or if we want a comprable hull size, a Falcon). I can fit a mean buffer tank on a Falcon, but it kills it's usefulness at its role. I can fit an absolutely reasonable buffer on a SB, but it kills it's role. I can fit an absolutely reasonable 36k EHP tank on a Hulk, but it kills the role.

If a Hulk's role was to tank other player's ships, and it couldn't do that, it would need fixing. But the Hulks role is to be the best miner out there while being able to tank the toughest belt rats, and it does that just fine.

Quote:

Why advice "stay aligned" is bad.
Proper align needs your ship to move with (let's say) 70m/sec speed towards some object. Let's say your laser hits asteroid up to 20km. So how much time you have till you get out of range? You have 5 minutes. Then you need to turn towards next object and pass your asteroid again for like next 5 minutes. (Here we speak about ICE mining).
And now get your BS to nearest belt and do this for like 1 hour. Then return and talk to us how fun is it?
And you want miners (HUMANS!) to do it. Or you want bots? Big smile


Staying aligned is silly, but if you fit for maximum cargo, you can minimize realignments and end up having a full cargo when you run out of range, so it does work to keep you safe. Is it efficient? No. Is it Sane? No. Is it Safe? Hell Yes.

So by not doing it, you sacrifice safety for efficiency and sanity. It's your choice which you prefer.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Henry Haphorn
Killer Yankee
#133 - 2011-12-27 18:14:30 UTC
FloppieTheBanjoClown wrote:
Henry Haphorn wrote:
If the Covetor were to get a buff and finally match the tank of its T2 counterpart (at the expense of yield), then the Orca and Covetor will be a perfect match instead. The Covetor already offers a cheap price for its design since it only requires base minerals for production. After all, a lot of players use it during Hulkageddon anyways to cut their loses, so why not buff them a bit? That way, I can finally dust off that T1 barge I had stored in my hangar all this time.


You're halfway there. I'm saying nerf the hulk's tank while buffing the covetor's. It should be a choice: mining barge for tank, or exhumer for yield and cargo capacity. There's no reason a hulk should be able to carry significantly more cargo than a covetor UNLESS something else were sacrificed for that cargo space. If necessary, the yield on the hulk could be increased so that it was still considered a worthwhile investment in spite of its fragile hull. It could be something as simple as changing out one mid slot in favor of a low, allowing for more cargo or mining upgrades.



If the Hulk were to suffer from CCP's infamous Nerf Bat, then let it be restricted to removing one mid slot for a low slot for an additional MLU. On top of that, it may need an additional CPU/PG upgrade to compensate for the third MLU. There is a reason miners want to fly a Hulk and that is for the maximum efficiency in yield. The tank is actually alright considering that a single Catalyst can take down a Hulk in 0.5 space so long as the Hulk is fitted with anti-tank mods like cargo expanders and/or optimizers. A naked Hulk with moderate skills has about 8,000 BEHP (less if the skills are basic and cargo mods are added).

This reminds me, the Covetor is overdue for additional slots. If it's going to be buffed for better tank, it better have more slots.

Adapt or Die

FloppieTheBanjoClown
Arcana Imperii Ltd.
#134 - 2011-12-27 18:21:16 UTC
Henry Haphorn wrote:
If the Hulk were to suffer from CCP's infamous Nerf Bat, then let it be restricted to removing one mid slot for a low slot for an additional MLU. On top of that, it may need an additional CPU/PG upgrade to compensate for the third MLU. There is a reason miners want to fly a Hulk and that is for the maximum efficiency in yield. The tank is actually alright considering that a single Catalyst can take down a Hulk in 0.5 space so long as the Hulk is fitted with anti-tank mods like cargo expanders and/or optimizers. A naked Hulk with moderate skills has about 8,000 BEHP (less if the skills are basic and cargo mods are added).

This reminds me, the Covetor is overdue for additional slots. If it's going to be buffed for better tank, it better have more slots.

Just removing a mid slot will nerf the hulk's ability to tank, since it would rely on shield mods.

Also, you could give it a fitting bonus on MLUs if there were issues with giving it more CPU/PG.

Founding member of the Belligerent Undesirables movement.

Velicitia
XS Tech
#135 - 2011-12-27 18:46:32 UTC  |  Edited by: Velicitia
Henry Haphorn wrote:


Personally, I think this could work. I think the Hulk is perfect for now. I mean, it's perfectly designed to mine efficiently while also providing the option to tank it to the max with modules at the expense of mining yield. The Covetor would be the primary option for those looking to use a cheap miner they are willing to sacrifice in live events like Hulkageddon; therefore it is a good option to buff. But for now, the Hulk is the only mining ship that is Built. Ford. ORE. Tough.

Currently, one can fit a Hulk to have 29,000 BEHP (Base Effective Hit Points = before overheat, fleet boosts, shield reps, etc.). That alone is enough to discourage gankers who can't afford to sacrifice a tier 3 BC or a T1 BS. The Orca, which usually accompanies a Hulk or Covetor, can tank with at least 230,000 BEHP. Alternatively, the Orca can also be fitted for maximum capacity and increased yield at the expense of its tank.


Cool

TBH, I think the barges and exhumers are *fine*. The problem is the mechanics themselves. They promote the feeling that you should be "safe" in hisec, and people then get really really risk averse.

As it stands, you have six nearly 100% "safe" sec systems (1.0 - 0.5), with the only real "risk" being suicide ganks. Then you have supercaps online in the remaining 5 security bands (0.4 - 0.0).

If hisec wasn't so "safe" (and I don't mean just suiganks), so that it was a "good idea" to have a defence fleet in 0.5 (and maybe 0.6 and 0.4 as well) for your mining ops, we wouldn't be running into so many "it's not fair that I can get ganked!!" feelings.

Here's essentially the changes that would get made:

1.0 to 0.7 stay essentially the same, though rats would be introduced in 0.9.
0.6 to 0.4 would be "lowsec light"
0.3 to 0.0 would essentially have no changes


the biggest change would be in the "lowsec light" systems. CONCORD gets removed, and replaced with the faction navies. Navies escalate in waves (i.e. they don't bring CONCORD DPS right away), and waves would spawn as if the sec status was +0.3 higher (so the 0.6 system would have the navies spawn as if CONCORD in 0.9 -- about every 10-15 sec or so).

Navy waves would be as follows:
1st -- "some" DPS. Tankable in case you need to get that last shot off on a ganker.
2nd -- higher DPS, still tankable, but they bring a few scrams ... so, yeah, you probably want to GTFO before they show (or hope you can kill off the points).
3rd -- CONCORD DPS.

Now, if you go GCC in "lowsec light", you're banned from jumping through a gate or docking (unless you get podded, then you wake up in your medclone as normal). If you run from the navy, they'll spawn where ever you land after 10-15 sec (so you'd better align fast), and can see through cloaks so you can't safe up and hide out your timer that way. They'll spawn at whatever level is appropriate -- so if you gank a ret, then bail before the navy shows, the first spawn will only be the "tankable" ones. If you're already 2 minutes into the timer, you'll only get the psuedo-CONCORD spawns.

Rules for capships, POS, etc that rely on system security won't change.

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

Xolve
GoonWaffe
Goonswarm Federation
#136 - 2011-12-27 18:54:24 UTC
ITT: People who think 'EHP' > 'Alpha'
Krixtal Icefluxor
INLAND EMPIRE Galactic
#137 - 2011-12-27 20:12:52 UTC  |  Edited by: Krixtal Icefluxor
Twylla wrote:

Option 3: Eliminate regenerating 'public' asteroid belts and increase the rate of Grav site spawns to compensate.


I have been rattling the bars about making ALL Ores and Ices PROBEABLE ONLY !....for ages.

This would solve at least 80% of the issues that we ALL know of.....................


BTW this thread is losing its interest as responses are WAY tl;dr What?

"He has mounted his hind-legs, and blown crass vapidities through the bowel of his neck."  - Ambrose Bierce on Oscar Wilde's Lecture in San Francisco 1882

Endeavour Starfleet
#138 - 2011-12-27 20:13:49 UTC  |  Edited by: Endeavour Starfleet
So many side effects nerfs and runarounds. Geez folks the solution is simple.

If it is a mining barge it gets a MASSIVE hull (Not tankable shield or armor I mean HULL, STRUCTURE) HP increase.

To be honest I suspect some of you keep pushing the "Give em more slots or shield HP!!!!1" not because of ganking but because you want your mining ship to be able to tank 0.0 belt battleships without having to fit an expensive fit on your hulk.

The hull boost WILL fix the issue. Look at the orca!
Krixtal Icefluxor
INLAND EMPIRE Galactic
#139 - 2011-12-27 20:15:48 UTC
Endeavour Starfleet wrote:
So many side effects nerfs and runarounds. Geez folks the solution is simple.

If it is a mining barge it gets a MASSIVE hull (Not tankable shield or armor I mean HULL, STRUCTURE) HP increase.

To be honest I suspect some of you keep pushing the "Give em more slots or shield HP!!!!1" not because of ganking but because you want your mining ship to be able to tank 0.0 belt battleships without having to fit an expensive fit on your hulk.

The hull boost WILL fix the issue. Look at the orca!



Thank YOU for the great response. Combine that with the scannable 'roids only idea..........

"He has mounted his hind-legs, and blown crass vapidities through the bowel of his neck."  - Ambrose Bierce on Oscar Wilde's Lecture in San Francisco 1882

Endeavour Starfleet
#140 - 2011-12-27 20:20:47 UTC  |  Edited by: Endeavour Starfleet
Krixtal Icefluxor wrote:
Endeavour Starfleet wrote:
So many side effects nerfs and runarounds. Geez folks the solution is simple.

If it is a mining barge it gets a MASSIVE hull (Not tankable shield or armor I mean HULL, STRUCTURE) HP increase.

To be honest I suspect some of you keep pushing the "Give em more slots or shield HP!!!!1" not because of ganking but because you want your mining ship to be able to tank 0.0 belt battleships without having to fit an expensive fit on your hulk.

The hull boost WILL fix the issue. Look at the orca!



Thank YOU for the great response. Combine that with the scannable 'roids only idea..........


I am just tired of all the mile long posts that in my opinion mean little but either making things easier for the ganks or making it easier to tank PVE.

You cant tank PVE with structure unless you are insane. It is a BUFFER only. And that buffer should serve to prevent easy ganks.

My opinion is that to gank a hulk should cost 100M+ to the attacking party plus the usual standings loss. Increasing hull increases the cost to gank a ship in time. That is called balance. Covoters obviously cost far less so the hull increase is far less.

It will fix the issue by making ganks hard but ganks will continue when fools think its ok to come out with their faction fitted hulks again. That will balance it.

I am also pro moving roids to grav sites. That encourages grouping for use of scanner ships.