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Player Features and Ideas Discussion

 
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Making mining fleets more interactive

First post
Author
Sorra Hibra
Doomheim
#101 - 2015-07-15 21:10:35 UTC
Kyeudo Van'mynai wrote:


Honest question: How typical is your style of work? Most mineral programs I'm familiar with will buy almost anything at near Jita price.



We typically fill what I would call low to mid range mineral contracts for manufacturers, on the scale of a few billion is a week. These orders are typically for the required minerals for thier weeks production. Currently, if we have enough trit in storage, we don't need to mine veld, so we can focus specifically on what we need. As a plan for any particular weeks contract, we have a spreadsheet that lists optimal ore mining to fill the order, allowing us to be efficient so we don't live to eve.

With a random mixture in each rock, we cannot switch ore on demand. Instead we are stuck with what is in the belt. This would add more time, in addition to wasted m3 on "rock" that would required my fleet to mine longer to fill the same contract, while also generating excessive minerals that I then have to haul to a market hub to unload. Again, adding time to how much we have to spend mining.

Personally I love this game, but it's just that, a game. And I want to spend time with my wife and kids on occasion too. I shouldn't need to mine 40% more because someone finds the current game play boring. Same general concept of why they changed POS bashing. Nobody enjoyed being required to live in eve just to play the game.
Kyeudo Van'mynai
Center for Advanced Studies
Gallente Federation
#102 - 2015-07-16 02:47:03 UTC
Sorra Hibra wrote:

With a random mixture in each rock, we cannot switch ore on demand. Instead we are stuck with what is in the belt. This would add more time, in addition to wasted m3 on "rock" that would required my fleet to mine longer to fill the same contract, while also generating excessive minerals that I then have to haul to a market hub to unload. Again, adding time to how much we have to spend mining.



Thought: Perhaps the idea of ore mixed on the same asteroid went a bit too far. If a given asteroid was one type of ore and waste rock, that would still let you tailor your mining efforts to a particular ore type. You'd still have to deal with generically named asteroids and waste rock, but a good prospector and various tools and modules would help to sort the good from the bad. Would that be more acceptable?
Teckos Pech
Hogyoku
Goonswarm Federation
#103 - 2015-07-16 04:26:36 UTC
Seriously, how do any of these changes, except tractor beams working on asteroids (trying to make your own private asteroid stash), make mining any more....interesting? It just exchanges one rather boring activity for another.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Kaldi Tsukaya
Deveron Shipyards and Technology
Citizen's Star Republic
#104 - 2015-07-16 05:03:48 UTC
-1

Mining isn't broken, just dull for some.
It is probably on the bottom of the 'fix it' totem pole of Eve.
Rosira
Caldari Provisions
Caldari State
#105 - 2015-07-16 08:58:20 UTC
Haatakan Reppola wrote:
Kyeudo Van'mynai wrote:
So, I don't mine.


That is as far as i got...


Yep. I'm interested in changes and idea from people who actually do the activity.

Raphendyr Nardieu
Avanto
Hole Control
#106 - 2015-07-16 16:07:18 UTC
Sorra Hibra wrote:

With a random mixture in each rock, we cannot switch ore on demand. Instead we are stuck with what is in the belt. This would add more time, in addition to wasted m3 on "rock" that would required my fleet to mine longer to fill the same contract, while also generating excessive minerals that I then have to haul to a market hub to unload. Again, adding time to how much we have to spend mining.


I think idea was not to add more work, but change it. Change would be from mining the belt or all certain asteroids from that belt to selecting what asteroids to mine from what belts. This would probably mean that you would need to add one pilot to scout asteroids and broadcast them or bookmark. Also with mining crystals you should get mainly only the wanted ore. Of course there would be some excess ore, but that can be used next week (same as you do with tritanium now).

Also as I mentioned before, I think there needs to be more those asteroids in overall to count the useless ones and the rock.
Raphendyr Nardieu
Avanto
Hole Control
#107 - 2015-07-16 16:10:27 UTC
Teckos Pech wrote:
Seriously, how do any of these changes, except tractor beams working on asteroids (trying to make your own private asteroid stash), make mining any more....interesting? It just exchanges one rather boring activity for another.



It adds some choices. How long will you mine certain asteroid. What asteroid to mine. I personally would like to find out still some choices and more mind work.

And as always, why do people expect this to be final proposal. It has already been updated from the original.
Sorra Hibra
Doomheim
#108 - 2015-07-16 19:45:23 UTC
Raphendyr Nardieu wrote:
Sorra Hibra wrote:

With a random mixture in each rock, we cannot switch ore on demand. Instead we are stuck with what is in the belt. This would add more time, in addition to wasted m3 on "rock" that would required my fleet to mine longer to fill the same contract, while also generating excessive minerals that I then have to haul to a market hub to unload. Again, adding time to how much we have to spend mining.


I think idea was not to add more work, but change it. Change would be from mining the belt or all certain asteroids from that belt to selecting what asteroids to mine from what belts. This would probably mean that you would need to add one pilot to scout asteroids and broadcast them or bookmark. Also with mining crystals you should get mainly only the wanted ore. Of course there would be some excess ore, but that can be used next week (same as you do with tritanium now).

Also as I mentioned before, I think there needs to be more those asteroids in overall to count the useless ones and the rock.


First on the scout, this would be pretty impractical since the scout would need to tag rocks as fast as a miner kills them. In most HS belts that is maybe once every 5 min per miner. If you spread out a fleet over a few belts, your scout has to work full time to keep up. Which then adds a useless mouth to the fleet. Which means the more plausible setup is to have each miner equip a scanner. I should not be required to fit a support module just to do my job. That's like making a mission runner needing to fit a ship scanner because each mission rat has specific resists and you have to scan them to know what ammo to use.

Second on the time wasted. Let's say I need 100k m3 of plag for the mex. Right now, at 2k m3/min, that's 50min of work. Now lets say with your system, the average rock in my area is 10% plag, now I need to mine 1m m3 of ore over 8hr-20min to get the same ore. And wind up with 900k m3 of ore I didn't want. Now of course that isn't useless ore, except all the "rock", but let's say this is the last of my order and I can only be online for 2 hrs before the contract is due?

Just because casual miners get bored mining whatever is in their way and selling it on the market doesn't mean that mining needs to be changed. It means those casual miners need to find a profession they like doing.
Raphendyr Nardieu
Avanto
Hole Control
#109 - 2015-07-16 21:35:59 UTC
Sorra Hibra wrote:

First on the scout, this would be pretty impractical since the scout would need to tag rocks as fast as a miner kills them. In most HS belts that is maybe once every 5 min per miner. If you spread out a fleet over a few belts, your scout has to work full time to keep up. Which then adds a useless mouth to the fleet. Which means the more plausible setup is to have each miner equip a scanner. I should not be required to fit a support module just to do my job. That's like making a mission runner needing to fit a ship scanner because each mission rat has specific resists and you have to scan them to know what ammo to use.


Yes. That was the idea you want to use one player to scan the rocks and broadcast the targets. Point is, that is more efficient than every miner doing it them self.

Sorra Hibra wrote:

Second on the time wasted. Let's say I need 100k m3 of plag for the mex. Right now, at 2k m3/min, that's 50min of work. Now lets say with your system, the average rock in my area is 10% plag, now I need to mine 1m m3 of ore over 8hr-20min to get the same ore. And wind up with 900k m3 of ore I didn't want. Now of course that isn't useless ore, except all the "rock", but let's say this is the last of my order and I can only be online for 2 hrs before the contract is due?


Why are you mining asteroid that has so little of plagiolase/wanted mineral? You should have chosen better.


I see your points, but you are not thinking out of the box now. You are limit to current mechanics and make speculations based on current methods. As I have stated multiple times, there needs to be a lot of more asteroids to make it possible to choose. This means that you are not going to mine that asteroid that doesn't suit you, except if other miners in your area have power over you and do own the belts.
Kyeudo Van'mynai
Center for Advanced Studies
Gallente Federation
#110 - 2015-07-16 23:44:12 UTC
Raphendyr Nardieu wrote:

Why are you mining asteroid that has so little of plagiolase/wanted mineral? You should have chosen better.


I can kind of see Sorra's point, though. When you are mining for a specific ore, anything but the target ore is almost as bad as waste rock. With multi-ore asteroids, this could cause some pain, as it might be hard to find a "pure" asteroid. That's why I suggested the idea of rock + single ore type asteroids above as an alternative.

With the actual material yield of each cycle needing to be somewhat randomized to prevent people from using a partial cycle as a cheap survey scanner (as pointed out about), it probably would be infeasible to keep the idea of mining scripts and/or mining crystals biasing the yield in favor of one particular ore.

Quote:

I see your points, but you are not thinking out of the box now. You are limit to current mechanics and make speculations based on current methods. As I have stated multiple times, there needs to be a lot of more asteroids to make it possible to choose. This means that you are not going to mine that asteroid that doesn't suit you, except if other miners in your area have power over you and do own the belts.


I think this is partly true. I see the phrase "another mouth to feed" thrown out a bit when referring to the hauler, the orca booster, and the idea of scouts or rock jockeys, as though these support pilots aren't contributing to the efficiency of the whole. On the face of it, this does seem to be true, as each additional pilot expects to be paid for his time in fleet. But perhaps we should consider how this change would need to be balanced?

The main point of balance seems like it would be isk per man-hour. If that value doesn't change or went up, those extra people wouldn't be "another mouth to feed". To keep that number at least constant despite the additional man hours, though, at least one of two things would have to change: either the time you need to spend in the belt to harvest the same ore would need to decrease or the value of ore would need to increase.

Since the value of ore would be somewhat difficult to predict in the wake of these changes, the time in belt would probably be the easiest to alter. Let's consider a hypothetical fleet:
One orca running fleet boosts.
One guy in a tractor fitted Noctis as a rock jockey.
Two guys in Interceptors acting as prospectors.
Ten guys in mining barges doing the heavy lifting.
So, we have obviously added three additional guys to this fleet. I'm told that ten guys + boosts should mine approximately 1.2 mil m3 per hour. To maintain that same efficiency with three extra guys, the same job would need to get done in a bit under 48 minutes. That's about 20% faster than before.

Now, how do you make a mining fleet 20% faster at mining? The obvious answer is to increase yield per cycle by up to 25%. Of course, that requires them to not be interrupted by a lot of slow boating, so the efforts of the rock jockey and the scouts have to keep the miners in rocks constantly. The average Instability will have to be low enough that the rock jockey can spare a couple tractor beams to grab any rocks that are within ~80 km of the fleet., so the miners don't need to move as much as before. This is third of a grid's distance, though, so there should be plenty within reach.

The scouts will, of course, need to find all these rocks and, other than making the rock jockey's assistance possible, contribute nothing directly. So why would they be valuable? Perhaps we should consider what they are looking for. If their assistance is valuable, then the rocks they need to find must be able to support the new, higher yield mining cycles and so, despite waste rock, should probably contain more ore than is currently the norm on Tranquility.

Of course, these are just some hypothetical numbers using a fleet comp I pulled out of my non-miner brain. If the average fleet turns out to run 30 miners, 1 booster, 1 rock jockey, and 2 scouts, you'd only need a 10% increase make all the math work out.

Also of consideration is if the scouts are themselves mining rare inclusions (one possible add-on to the whole idea), they are contributing value to the fleet themselves, which would further reduce the needed increase in yield times. However, we have waste rock to definitely consider, so yields would probably need to increase somewhat more, depending on what becomes the standard "good" asteroid.

Luckily, there's a lot of factors in this new system that could be used to tinker with expected time in belt. Maybe some highly unstable belts have very low rock and so only rock jockeys are really needed there. Maybe instead of an Orca for boosts, you use a Rorqual and it does double duty as rock jockey and booster. Maybe inclusions are so valuable that you fly twice as many scouts. Maybe you sweep a field with a fleet of Nocti and haul all the good asteroids off the field using a bucket chain technique so you can mine in piece and just need to watch for combat probes.

This new system has more complexity, more needed judgement from the average miner, and I think they can handle it and I think it could make it easier for the devs to give miners some new toys to play with because it has more places where mechanics can be anchored than the current system.
Teckos Pech
Hogyoku
Goonswarm Federation
#111 - 2015-07-17 00:27:35 UTC
Raphendyr Nardieu wrote:
Teckos Pech wrote:
Seriously, how do any of these changes, except tractor beams working on asteroids (trying to make your own private asteroid stash), make mining any more....interesting? It just exchanges one rather boring activity for another.



It adds some choices. How long will you mine certain asteroid. What asteroid to mine. I personally would like to find out still some choices and more mind work.

And as always, why do people expect this to be final proposal. It has already been updated from the original.



You have that now. What asteroid you mine will (or it should be based) on various factors. For some, it might be market price and availability of asteroids in the field. For somebody who is semi-AFK mining for his own production process it might be based on what he needs.* There is already choice.

And more generally, how does choice make something less boring. I read the proposal (2x) and both times though mining still sounds boring...but now I can't even really do it semi-AFK. [Yes, unlike the OP, I have mined a fair amount in the past, have done it lately though]. Sure you can, but these changes will make that less of a thing, IMO.


*Please don't start a lecture on opportunity cost.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#112 - 2015-07-17 02:40:04 UTC
Raphendyr Nardieu wrote:


Yes. That was the idea you want to use one player to scan the rocks and broadcast the targets. Point is, that is more efficient than every miner doing it them self.


No its not more efficient, every miner with a scanner(req gear) can scan the belt, with boosts up to 30-40km range and already know what the rocks are and how big they are.

Raphendyr Nardieu wrote:

Why are you mining asteroid that has so little of plagiolase/wanted mineral? You should have chosen better.


I see your points, but you are not thinking out of the box now. You are limit to current mechanics and make speculations based on current methods. As I have stated multiple times, there needs to be a lot of more asteroids to make it possible to choose. This means that you are not going to mine that asteroid that doesn't suit you, except if other miners in your area have power over you and do own the belts.


Maybe a highsec miner, we dont have the stupid crap nullers do.....yet we can mine much more efficiently for some reason. And in Caldari space, well plag is the top rock mostly.

AND fyi there are plenty of choices already in the rock types, if you were indy you would understand that. you and most Miners that do not do indy but only mine for isk(pffft) dont understand that, maybe never will, ad are poor choices of people for discussing this.

Give it up already.
ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#113 - 2015-07-17 07:23:52 UTC
Removed an off topic post.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department

Kyeudo Van'mynai
Center for Advanced Studies
Gallente Federation
#114 - 2015-07-17 21:26:20 UTC  |  Edited by: Kyeudo Van'mynai
I updated the first two posts a bit. Shouldn't be anything shocking to those following along, just some clarifications, refinements, and moving the list of module ideas up front for anyone just joining us.

Teckos Pech wrote:

You have that now. What asteroid you mine will (or it should be based) on various factors. For some, it might be market price and availability of asteroids in the field. For somebody who is semi-AFK mining for his own production process it might be based on what he needs.* There is already choice.


Except that choice is already made before you leave the station "We want to mine Omber and Plagioclase". "No mining Veldspar". The choices I want to foster are judgement calls on grid.

Quote:

And more generally, how does choice make something less boring. I read the proposal (2x) and both times though mining still sounds boring...but now I can't even really do it semi-AFK. [Yes, unlike the OP, I have mined a fair amount in the past, have done it lately though]. Sure you can, but these changes will make that less of a thing, IMO.


Have you done much salvaging? There's something about making all the calls about what to tractor first, what to fly towards, what to start salvaging, and what to loot that keeps your brain awake and engaged. When you get things done quickly and efficiently, there's a satisfaction there that is oddly rewarding. If that doesn't make any sense to you, then perhaps it's just one of those things that's hard to convey in words, like the attraction of orbiting space rocks for hours.

I'm sure that enough tools can be provided that semi-afk mining can still be a thing, if that's really what you want. It will just be less profitable than someone who is actively directing their mining actions and might mean sacrificing tank to make it happen. I've already suggested several modules that would help towards that goal - precision mining lasers, directed deposit scanner, and mining laser field stabilizers.

Max Deveron wrote:

No its not more efficient, every miner with a scanner(req gear) can scan the belt, with boosts up to 30-40km range and already know what the rocks are and how big they are.


Every miner who fits a scanner is giving up a mid slot module that could be used to help bolster his tank. Why not let one cheap frigate take the hit, trust him to know what he's doing, and let him call targets?

Quote:

AND fyi there are plenty of choices already in the rock types, if you were indy you would understand that. you and most Miners that do not do indy but only mine for isk(pffft) dont understand that, maybe never will, and are poor choices of people for discussing this.


I think he was talking about individual asteroids, not the broad types. You know, a "Do I mine this asteroid that is 40k Omber and 50k rock or do I mine this asteroid that is 20k Omber and 10k rock?" As long as a belt isn't just constantly stripped of anything "good", you should have your pick of which asteroids are available.
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#115 - 2015-07-17 21:53:53 UTC  |  Edited by: Max Deveron
Kyeudo Van'mynai wrote:
I updated the first two posts a bit. Shouldn't be anything shocking to those following along, just some clarifications, refinements, and moving the list of module ideas up front for anyone just joining us.



Except that choice is already made before you leave the station "We want to mine Omber and Plagioclase". "No mining Veldspar". The choices I want to foster are judgement calls on grid.


Uhm, such choices are made on grid, the generalization you are saying that exsists is just that...generalization, a part of the planning process. Otherwise how about you tell me how that choice does not already exsist?
Kyeudo Van'mynai wrote:

Have you done much salvaging? There's something about making all the calls about what to tractor first, what to fly towards, what to start salvaging, and what to loot that keeps your brain awake and engaged. When you get things done quickly and efficiently, there's a satisfaction there that is oddly rewarding. If that doesn't make any sense to you, then perhaps it's just one of those things that's hard to convey in words, like the attraction of orbiting space rocks for hours.

I'm sure that enough tools can be provided that semi-afk mining can still be a thing, if that's really what you want. It will just be less profitable than someone who is actively directing their mining actions and might mean sacrificing tank to make it happen. I've already suggested several modules that would help towards that goal - precision mining lasers, directed deposit scanner, and mining laser field stabilizers.

No need to orbit rocks, and procs or skiffs can get up to 60-96k ehp with high resists and still fit a survey scanner. Retrivers have only 1 mid slot and so tanking is basically moot. Experienced miners already fit battle macks and hulks without sacrificing their scan ability.
Also, Semi-AFK is already less profitable then active mining without these so called useless new modules you propose. As to salvaging...thats a no brainer if your not using a dessie, fit a noctis well trained pilot with it, and boom you can salvage everything up in a couple of minutes or so even in large wreck fields without even having to move. Not sure what game you are playing but the more you post the more I learn how ignorant of things you really are.
Survey Scanner is required for active players to maximize efficiency by pulling their lasers early when necessary to pop the current rock and move onto the next one.

Max Deveron wrote:

No its not more efficient, every miner with a scanner(req gear) can scan the belt, with boosts up to 30-40km range and already know what the rocks are and how big they are.

Kyeudo Van'mynai wrote:

Every miner who fits a scanner is giving up a mid slot module that could be used to help bolster his tank. Why not let one cheap frigate take the hit, trust him to know what he's doing, and let him call targets?


Because such frg pilot is next to useless in the speed of an entire fleet, an extra mouth to feed that does nothing more but get in the way, both in space and on comms. If your not mining then your not helping, if your not boosting then your not helping, if your not hauling then your not helping.
I will reiterate here....Survey Scanners are NECESSARY for the active/fleet miner to get things done in the most efficient and speediest manner possible. You dont call targets in mining like you do in Combat fleets, the frg pilot can not keep up so the job remains with the miners themselves.

Kyeudo Van'mynai wrote:

I think he was talking about individual asteroids, not the broad types. You know, a "Do I mine this asteroid that is 40k Omber and 50k rock or do I mine this asteroid that is 20k Omber and 10k rock?" As long as a belt isn't just constantly stripped of anything "good", you should have your pick of which asteroids are available.


In mining when it comes to industry there times you make that choice, but it not because of rock type...it is about mineral content in different rock types.
And besides, a real mining group does not digress between rock types....tehy simply mine the entire belt fast as possible.
Sometimes this means switching crystals, most times this means having select people mining only certain rock types.
Again your proposal of multiple ore types in a single rock is just plain dumb, oppressive, and a showing of the lack of experience you have in anything doing with mining or industry.

Now since plenty enough here have already explained the error of your ways, me especially.
You should really quit trolling the forums on this topic.
or At least quit ship toasting.
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#116 - 2015-07-17 22:03:01 UTC
oh and btw....

An orca pilot with the correct leadership skills and what not already boosts the rnage of survey scanners....there is absolutley no need for a Mining Foreman Link implant or module to do that.

Orcas also get a 500% role bonuse to the range
Rorquals get a 900% bonus

So uhm, maybe you should go look at ISIS or the market and read up on the ships maybe.
Kyeudo Van'mynai
Center for Advanced Studies
Gallente Federation
#117 - 2015-07-17 23:41:59 UTC
Max Deveron wrote:

Uhm, such choices are made on grid, the generalization you are saying that exsists is just that...generalization, a part of the planning process. Otherwise how about you tell me how that choice does not already exsist?
...
And besides, a real mining group does not digress between rock types....tehy simply mine the entire belt fast as possible.


Please clarify, because you have successfully confused me. So, despite all the work that it takes to organize a fleet mining operation, the fleet members don't know what they will be mining until they get on grid? Also, how do they make choices about what to mine if they just strip the entire belt bare?

Quote:

No need to orbit rocks, and procs or skiffs can get up to 60-96k ehp with high resists and still fit a survey scanner. Retrivers have only 1 mid slot and so tanking is basically moot. Experienced miners already fit battle macks and hulks without sacrificing their scan ability.
Also, Semi-AFK is already less profitable then active mining without these so called useless new modules you propose. As to salvaging...thats a no brainer if your not using a dessie, fit a noctis well trained pilot with it, and boom you can salvage everything up in a couple of minutes or so even in large wreck fields without even having to move. Not sure what game you are playing but the more you post the more I learn how ignorant of things you really are.
Survey Scanner is required for active players to maximize efficiency by pulling their lasers early when necessary to pop the current rock and move onto the next one.


It seems that you aren't following me. I was trying to explain to Teckos why making on-grid decisions makes an activity more interesting. I do fly a salvage destroyer right now, mostly because I have other things to train that I find more important than flying a Noctis (it was a tough choice - I like salvaging). Whether or not I am "doing it right" with salvaging has little to do with the emotional and cognitive experience that I am trying to convey.

Anyway, as to the point of tank, I am speaking about afk mining fits with these changes in place. If you want to do something else and only periodically check your progress, a single survey scanner probably won't cut it on your mining barge. You'll have rocks fracture on you and have half the ore drift away, spend time mining rocks that are mostly ore just because you didn't see anything better in range, and so on. Maybe you can sacrifice a mid slot and still have good tank, but can you sacrifice three or more and still have good tank?

Quote:

Because such a frig pilot is next to useless in the speed of an entire fleet, an extra mouth to feed that does nothing more but get in the way, both in space and on comms. If your not mining then your not helping, if your not boosting then your not helping, if your not hauling then your not helping.
I will reiterate here....Survey Scanners are NECESSARY for the active/fleet miner to get things done in the most efficient and speediest manner possible. You dont call targets in mining like you do in Combat fleets, the frig pilot can not keep up so the job remains with the miners themselves.


I did some searching for information about survey scanners and in the threads I read through people suggested that rather than worrying about their own survey scanner that hulk pilots should just let the Orca call targets for them. This seems to imply that only a few survey scanners are actually needed in a cooperative fleet.

Again, the suggestion of scout frigates is predicated on the mining changes that I am proposing, the ones where you have to get close to a rock before you get a good to perfect estimate of the asteroid's contents. The scout frigate's job would be to keep the fleet from wasting time grinding on asteroids with barely any ore. Keeping the fleet appraised on the ore content of the rocks they are mining is a job that would fall to others, quite possibly the fleet members themselves.

Quote:

Again your proposal of multiple ore types in a single rock is just plain dumb, oppressive, and a showing of the lack of experience you have in anything doing with mining or industry.

Now since plenty enough here have already explained the error of your ways, ...


You may want to catch up with the thread. Sorra already made an excellent case as to why multi-ore asteroids were a poor idea and I have since amended the opening posts.

If I have been shown the error of my ways, I have yet to realize it. You may want to try to explain better. I have a pretty thick skull sometimes.

Max Deveron wrote:
oh and btw....

An orca pilot with the correct leadership skills and what not already boosts the range of survey scanners....there is absolutely no need for a Mining Foreman Link implant or module to do that.

Orcas also get a 500% role bonus to the range
Rorquals get a 900% bonus

So uhm, maybe you should go look at ISIS or the market and read up on the ships maybe.


I'm having a hard time finding the leadership skills that affect survey scanner range in the various wikis. Which ones would those be?

The Orca's and Rorqual's scanner range bonus only applies to them, if I am reading the ship descriptions correctly, so while it would give them better information, it won't give the fleet better information (and not everyone is always in the same belt). Further, the bonus doesn't get the booster ship any closer to the asteroids, so there would still be an amount of inaccuracy to the survey results. That might be good enough for some people, but perhaps not for others. Why waste time tractoring in an asteroid only to discover it isn't quite as good as you thought?
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#118 - 2015-07-17 23:49:07 UTC
Seriously dude....

just quit trolling.
Your a goon and thats what goons do.
Sure if you wnat to continue to play stupid then so be it.

but seriously this thread should be locked.
Sorra Hibra
Doomheim
#119 - 2015-07-18 00:26:38 UTC
What gets me is that you want to over complicate my profession, even though your profession is way more dull and lacks an ounce of interaction. In salvaging you can just drop salvage drones and send them to do the work, then approach one of the drones and go nuts.

Even if you wanted one pilot to call targets, it would be more efficient to use the Orca than to use a separate ship.

And its not the leadership skill it is Mining Laser Field Enhancement that provides survey scanner range.

Raphendyr Nardieu
Avanto
Hole Control
#120 - 2015-07-18 01:29:47 UTC
My solo industry process goes like:

1. plan what to build
2. check what minerals I need
3. check where I get most of those minerals (start from the more rare minerals as the asteroids containing those will yield basic minerals too)
4. go to ore belt. sort overview by type. select nearest ore I want
5. mine
6. dump ore to station and repeat.

The point of 4 is really stupid. How my ships knows exactly what some asteroid is. Like exactly. Also if I would use survey scanner it would know how many units/m3 there is that ore. Damn those are good scanners.


Sorra Hibra wrote:

What gets me is that you want to over complicate my profession, even though your profession is way more dull and lacks an ounce of interaction. In salvaging you can just drop salvage drones and send them to do the work, then approach one of the drones and go nuts.


Yes. Making things more interesting normally requires it to be more complicated. Mining part of mining is quite simple, thus afkable... Of course there is those other pats like planning. Any case, we are just trying to innovate here for possibilities to enchant the mining, not to brake it.

Could you help use with that by telling what in mining is making you interested about it?


Sorra Hibra wrote:

Even if you wanted one pilot to call targets, it would be more efficient to use the Orca than to use a separate ship.


True, if the scanner works well enough from the orcas distance. We still haven't iterated about the belt sizes or how far out asteroids are spread.


Kyeudo Van'mynai wrote:

I can kind of see Sorra's point, though. When you are mining for a specific ore, anything but the target ore is almost as bad as waste rock. With multi-ore asteroids, this could cause some pain, as it might be hard to find a "pure" asteroid. That's why I suggested the idea of rock + single ore type asteroids above as an alternative.


Having single ore in asteroid is simpler, but it also makes it more pointless to have rock in it as then we could only tune the mining yield. If we have 50% Veldspar and 50% rock, then it is just 50% of the total yield. With multiple ores it makes it more interesting to use crystals to maximise the wanted ore.

Other idea to thing about. What if the asteroids would have some what random amounts of raw minerals. Like raw isogen. This would remove one level of complexation as now you would be hunting for the best or required minerals and maximise those in the asteroids.