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Mobile Storage Units (with reinforce mode) / drop off points

Author
Numen Anomalie
Center for Advanced Studies
Gallente Federation
#1 - 2015-09-11 19:32:29 UTC  |  Edited by: Numen Anomalie
Simple enough idea: Let there be storage units that you can anchor in space, like a bubble or a mobile depot (these would function basically like mobile depots, but without the reshipping function and be bigger):

(updated reinforce times)
Small Mobile Storage Unit:
50.000 m3
Anchor time: 1 minute
Reinforce time: 30 minutes- 2 hours
production cost minerals: 3-5 million

Medium Mobile Storage Unit:
100.000 m3
Anchor time: 2 minutes
Reinforce time: 30 minutes- 3 hours
production cost minerals: 5-6 million

Large Mobile Storage Unit:
250.000 m3
Anchor time: 3 minutes
Reinforce time: 30 minutes- 4 hours
production cost minerals: 6-8 million

Huge Mobile Storage Unit:
500.000 m3
Anchor time: 4 minutes
Reinforce time: 30 minutes- 5 hours
production cost minerals: 8-10 million

Giant Mobile Storage Unit:
1000.000 m3
Anchor time: 5 minutes
Reinforce time: 30 minutes- 6 hours
production cost minerals: 12-15 million

They can be accesed by everybody.
They can NOT be anchored within 500km from any station, gate.
They can be anchored within POS shield.
They can be probed down (updated, thanks to comment below)
They can be anchored in for instance asteroid belts, or poko's.

They show up on killboards.

A few uses for these cans:

1. Imagine wanting to jet-can from your freighter/ orca/ level 1 hauler so somebody else can grab it. 50k cargo inside of a jetcan that holds 27.5k + has 1 hp?
2. Loot a poko with PI alts and have 1 toon haul it with a big ship, using this as an intermediary
3. mining cans
4. fleet resupply of stront (drop a can, anchor it and fill it with stronts for dreads)
5. Cans outside / inside of a POS where you can drop stuff into as a Coalition member (think 2 blue alliances having any OP together, for instance a mining op like we sometimes do) POS mods can only be set to alliance + freight cans are only 250k (lots of cans needed for certain occasions)
6. Mining into these containers would make it a bit safer to do so, and pick up your ore later (mine for half an hour, do one trip with the freighter to maximize efficiency)
7. Store goods temporarily within these cans, like leached goo from POS with syphoning units

If you have more idea's to why these could be useful, please post below!
(for instance: what would be reasonable for:
anchor times?
m3 sizes?
possible RF times?
amount of HP if not / with RF times?
Limited to certain goods? / Classified like specialized haulers? (like mineral drop off points, ore, PI, etc)
can be anchored around POS / stations / Poko's / etc?
... ?)
Cidanel Afuran
Grant Village
#2 - 2015-09-11 19:41:11 UTC
-1 You have two options.

1. accept less profitability by docking up/dropping a POS more often, using tankier ships, having protection and scouts during mining ops, etc

or

2. keep using cans/maxing yield with macks and accept the risk of loss that comes with it

This is EVE. People can't have their cake and eat it too.
Numen Anomalie
Center for Advanced Studies
Gallente Federation
#3 - 2015-09-11 19:58:00 UTC  |  Edited by: Numen Anomalie
Cidanel Afuran wrote:
-1 You have two options.

1. accept less profitability by docking up/dropping a POS more often, using tankier ships, having protection and scouts during mining ops, etc

or

2. keep using cans/maxing yield with macks and accept the risk of loss that comes with it

This is EVE. People can't have their cake and eat it too.



Read the bottom half of the post. I am a miner in Nul sec. been there for a long, long time/ with many years with dozens of toons and i have mined 80% of the time into compression arrays with procs.

I know the drill, not trying to be complaining either. I do accept losses too. i will not complain about fair ganks and jumps and losses. i mine with calculated risk like every nul sec miner. when i pay attention i mine with hulks (10 of us in a belt with some friends usually 2-4 hulks per person), 1 dedicated hauler toon, 2 protection guys and a rorqual pilot. We make due.

I am just saying that, in my opinion,in the scheme of EVE it is too easy to kill a can,: where the game tries to have a balance of "HP to destroy" VS "value of the object" . With that in mind, i believe that containers with a potential of 30-50mil value having basically 1 hp does not seem to fit and this led me towards the idea of expanding the game with more options. There are plenty of uses for containers in space that you can anchor, like they did with the mobile depots and i would enjoy using such an entity.

if anything, people are more likely to reship and try to defend their containers + try to empty them out while you are there. that means for pvpers that actually hope for a fight and not just griefing, it should actually add more content even. playing games around trying to kill the haulers that come to pick up the ore anyways/ kill the response fleet. Now miners just have the option: "accept the loss", which any miner does after it happesn 2 times: you dont warp back, because they cans will be gone.

This is also the only post that i will reply to that does not read the whole post and basically just replies saying "points 1, 2 and 3" that i mentioned myself. Thank you for your input anyway.

The point of this post is about new storage points in space: mining cans is only 1 small use of it.
ShahFluffers
Ice Fire Warriors
#4 - 2015-09-11 20:03:37 UTC
Sounds like the OP doesn't want to make... dun dun DAAAA... tradeofffs!

Also giving this a -1.


If you want to be more profitable you have to accept...
- that you and/or your harvest will be less safe (no matter what area of space you live in).
- that you may have to round up more people (in a more diverse lineup of ships) to ensure more ssfety and/or profitabilty.

If you want to be safer you have to accept...
- that your harvest will be lower than what you want (regardss of what area of space you are in).
- that you may have to round up more people (in a more diverse lineupof ships) to ensure more saftey and/or profitability.

If you want to mine alone (or everyone wants to be in a mining barge) then you have to accept...
- that your harvest will be lower than what you want.
- that your safety will be lower than what you want.


You can't have all of the above. You have to consider what is more important overall; profit, safety, groupplay/no groupplay.
unidenify
Deaf Armada
#5 - 2015-09-11 20:06:26 UTC
seem strange to see 2 hour reinforcement for small/medium then huge jump to 24 hour.

maybe make it scale up based on size?
small - 2, Med -4, Large - 6, X Large - 8, Giant - 10.

Not see purpose of 24 hour reinforcement
Cidanel Afuran
Grant Village
#6 - 2015-09-11 20:08:41 UTC
Numen Anomalie wrote:
Read the bottom half of the post. I am a miner in Nul sec. been there for a long, long time/ with many years with dozens of toons and i have mined 80% of the time into compression arrays with procs.

I know the drill, not complaining either. I do accept losses too. i will not complain about fair ganks and jumps and losses. i mine with calculated risk like every nul sec miner. when i pay attention i mine with hulks (10 of us in a belt with some friends usually 2-4 hulks per person), 1 dedicated hauler toon, 2 protection guys and a rorqual pilot. We make due.

I am just saying that, in my opinion, it is too EASY in the scheme of EVE it is too easy to kill a can,: where the game tries to have a balance of "HP to destroy" VS "value of the object" . With that in mind, i believe that containers with a potential of 30-50mil value having basically 1 hp does not seem to fit and this led me towards the idea of expanding the game with more options. There are plenty of uses for containers in space that you can anchor, like they did with the mobile depots and i would enjoy using such an entity.

This is also the only post that i will reply to that does not read the whole post and basically just replies saying "points 1, 2 and 3" that i mentioned myself. Thank you for your input anyway.


I did. My response is the same.

And if you're in a null alliance, wouldn't watching intel channels solve your problem?
Numen Anomalie
Center for Advanced Studies
Gallente Federation
#7 - 2015-09-11 20:10:42 UTC  |  Edited by: Numen Anomalie
ShahFluffers wrote:
Sounds like the OP doesn't want to make... dun dun DAAAA... tradeofffs!

Also giving this a -1.


If you want to be more profitable you have to accept...
- that you and/or your harvest will be less safe (no matter what area of space you live in).
- that you may have to round up more people (in a more diverse lineup of ships) to ensure more ssfety and/or profitabilty.

If you want to be safer you have to accept...
- that your harvest will be lower than what you want (regardss of what area of space you are in).
- that you may have to round up more people (in a more diverse lineupof ships) to ensure more saftey and/or profitability.

If you want to mine alone (or everyone wants to be in a mining barge) then you have to accept...
- that your harvest will be lower than what you want.
- that your safety will be lower than what you want.


You can't have all of the above. You have to consider what is more important overall; profit, safety, groupplay/no groupplay.


I agree with this balance, i like the idea and execution of it with the ship types too. I also agree with the trade-offs that miners like me have to make. I am trying to point towards the fact that the only valid way to do this that is not a "work around" instead of a "proper game mechanic" is mining into containers / jet cans, which have too few hitpoints. not trying to argue with the split off from the whole idea and exectution of "mining choices: safety vs. reward".

I am trying to make this game better. Please read the whole post and try to understand what it says. I know people often read half a post and mis-interprete anything i say, bent my words and than come up with reasons that do have remotly something to do with the subject but are barely a reason that is right on topic, trying to bend the subject towards something that is easily defendable. It is tempting, but please don't do this, let's be civilized men and try to come up with ways to improve the game, together! The post is about ADDING containers into the game for the purpose of EXPANDING the game experience. ONE example is miners using the newly added item as a better intermediary between MINING ship and HAULING ship. Thanks for the input anyways, all comments welcome and appreciated, though hopefully more on topic.
Numen Anomalie
Center for Advanced Studies
Gallente Federation
#8 - 2015-09-11 20:11:43 UTC
unidenify wrote:
seem strange to see 2 hour reinforcement for small/medium then huge jump to 24 hour.

maybe make it scale up based on size?
small - 2, Med -4, Large - 6, X Large - 8, Giant - 10.

Not see purpose of 24 hour reinforcement


agreed. Was just a suggestion. Can be 2, 4, 6, 8, 10 or simply 24 hours for all of them, or even 30 minutes for all of them (gives you plenty of time to respond i guess)

Thank you for your input!

<---- this is useful people!
Numen Anomalie
Center for Advanced Studies
Gallente Federation
#9 - 2015-09-11 20:21:27 UTC
A few more uses for these cans:

1. Imagine wanting to jet-can from your freighter/ orca/ level 1 hauler so somebody else can grab it. 50k cargo inside of a jetcan that holds 27.5k + has 1 hp?
2. Loot a poko and have 1 toon haul it with a big ship, using this as an intermiary
3. mining cans
4. fleet resupply of stront (drop a can, anchor it and fill it with stronts for dreads)
5. Cans outside / inside of a POS where you can drop stuff into as a Coalition member (think 2 blue alliances having any OP together, for instance a mining op like we sometimes do) POS mods can only be set to alliance + freight cans are only 250k (lots of cans needed for certain occasions)

If you have more idea's to why these could be useful, please post below!
Cidanel Afuran
Grant Village
#10 - 2015-09-11 21:31:51 UTC
Numen Anomalie wrote:
I am trying to point towards the fact that the only valid way to do this that is not a "work around" instead of a "proper game mechanic" is mining into containers / jet cans, which have too few hitpoints.


Why can't you warp back to the POS your rorqual is sitting in and drop off ore when your hold is full?

Why can't you have an alt hauler hauling ore back when the can is full?

Why can't you have alts sitting on bubbled gates in case reds show up?

Jetcanning is far from the only valid game mechanic to deal with those issues
Daichi Yamato
Jabbersnarks and Wonderglass
#11 - 2015-09-11 22:52:36 UTC
You can use a freighter as your hauler. They all hold over 1mil m3 now.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Danika Princip
GoonWaffe
Goonswarm Federation
#12 - 2015-09-11 22:54:28 UTC
Numen Anomalie wrote:


(orca, for instance is not an option with 40k fleet and 50k ore holds. 10 hulks can fill up 1.000.000 of ore in less then half an hour).



Use two.

Or have your orca warp out, dock up and warp back every ~20 minutes or so.
ShahFluffers
Ice Fire Warriors
#13 - 2015-09-11 23:08:07 UTC
Quote:
I agree with this balance, i like the idea and execution of it with the ship types too. I also agree with the trade-offs that miners like me have to make. I am trying to point towards the fact that the only valid way to do this that is not a "work around" instead of a "proper game mechanic" is mining into containers / jet cans, which have too few hitpoints.

Waitwaitwaitwait...

You actually think that requiring support or friends to increase safety/profitability is not only a "workaround" but not a valid (much less intended) way of doing things?

And that mining into a can, something that was orginally coded in as a simple way to dump large amounts of cargo or loot (wrecks use the same mechanics as cans), is the intended way to mine and do things?

Uhhhhhhhhhhhhhhhhhhhhh... I am afraid you have that in reverse. Can mining has always been the workaround when teamwork is scarce... and the DEVs left it in because they thought it was an interesting (if unintended) solution that carried its own set of risks (which are the ones you sre complaining about right now).

Get someone to be in a hauler, Orca, Rorqual, or Frieghter. Those are the intended ways of moving rocks.
Nyalnara
Marauder Initiative
#14 - 2015-09-12 01:28:56 UTC
ShahFluffers wrote:
Get someone to be in a hauler, Orca, Rorqual, or Frieghter. Those are the intended ways of moving rocks.


Want to move ore from your cargohold to the rorqual without using containers? Dedicated intermediary hauler with a DST. It has way much more than 1HP, and it will also be able to save his own ass by not stupidly staying in belt if a neutral/red enters local.

French half-noob.

Non, je ne suis pas gentil.

Numen Anomalie
Center for Advanced Studies
Gallente Federation
#15 - 2015-09-12 10:09:41 UTC
Cidanel Afuran wrote:
Numen Anomalie wrote:
I am trying to point towards the fact that the only valid way to do this that is not a "work around" instead of a "proper game mechanic" is mining into containers / jet cans, which have too few hitpoints.


Why can't you warp back to the POS your rorqual is sitting in and drop off ore when your hold is full?

Why can't you have an alt hauler hauling ore back when the can is full?

Why can't you have alts sitting on bubbled gates in case reds show up?

Jetcanning is far from the only valid game mechanic to deal with those issues


on #1: you need a hauler for your hulks (cargohold fills up in 1 - 2 cycles depending on max skills / implants)

on #2: We do have an alt hauler, but when we mine it is with 10-20 hulks, this already requires 2-3 haulers flying permanantly back and forth, or a freighter to come by ever 10-15 minutes + it still takes the cans that way (you need to drop it somewhere: a fleet hangar or some can. Fleet hangars tend to be rather small though.

on 3#: we can't always bubble all gates, because good mining corps run out miner toons 24/ 7. Our guys rotate in 3 different timezones with about 10-20 hulks online at most time, or procs if there is too much danger in the area.

In general: Thanks for the input, more off topic- than i hoped, i just like to see "drop off" stations" / cans that go into RF or with more HP in the game, because i think they will create MORE and BETTER options for people in certain situations + create a bit of fun meta game when enemy's try to contest them. Instead of coming in and shooting them, to irritate people, one would create pvp content around them that is actually fair and fun. Besides, the whole extra hauler concept: have you looked at the plex prices now- adays? 1.2 bil a month for an extra hauler toon. at 50mil an hour (at BEST) that is 25 hours of mining extra for that toon. And we already spent 4 hours a day in the belts, dont need to make that 5 :P.

Please guys, try to aim more at the "Containers" part of the post, what i ment to go for. I might have to remove the "main reason explination" from the post otherwise.
Numen Anomalie
Center for Advanced Studies
Gallente Federation
#16 - 2015-09-12 10:11:52 UTC  |  Edited by: Numen Anomalie
ShahFluffers wrote:
Quote:
I agree with this balance, i like the idea and execution of it with the ship types too. I also agree with the trade-offs that miners like me have to make. I am trying to point towards the fact that the only valid way to do this that is not a "work around" instead of a "proper game mechanic" is mining into containers / jet cans, which have too few hitpoints.

Waitwaitwaitwait...

You actually think that requiring support or friends to increase safety/profitability is not only a "workaround" but not a valid (much less intended) way of doing things?

And that mining into a can, something that was orginally coded in as a simple way to dump large amounts of cargo or loot (wrecks use the same mechanics as cans), is the intended way to mine and do things?

Uhhhhhhhhhhhhhhhhhhhhh... I am afraid you have that in reverse. Can mining has always been the workaround when teamwork is scarce... and the DEVs left it in because they thought it was an interesting (if unintended) solution that carried its own set of risks (which are the ones you sre complaining about right now).

Get someone to be in a hauler, Orca, Rorqual, or Frieghter. Those are the intended ways of moving rocks.


Correct, to move the rocks, you have to use these ships. but how do you drop things into the freighter... or T1 hauler... This theory would work for ships with fleet hangars 250k or larger (if the freighters hold was a fleet hangar, we would be using that for sure.), now its either a jetcan, or a container, which have the 1hp problem)

But again, think of all the stuff you can do with a container in space! Look at the other cool things and think about the cool meta game around contesting stuff. people will use them for various reasons, we all know it :)!
Numen Anomalie
Center for Advanced Studies
Gallente Federation
#17 - 2015-09-12 10:15:19 UTC  |  Edited by: Numen Anomalie
Update: Post changed.

It reflects far better the intention of the post now than it did before. Thanks for the reply about the use for them which could be mining cans, but i want to see this topic move towards the use of space anchored drop off points more than it being about hauling ore. It is an interesting topic, nevertheless not my intention! Thank you all for the comments and idea's, i am sure they are useful to some players!

Topics to discuss in case these things sound interesting:

what would be reasonable for:
anchor times?
m3 sizes?
possible RF times?
amount of HP if not / with RF times?
Limited to certain goods? / Classified like specialized haulers? (like mineral drop off points, ore, PI, etc)
can be anchored around POS / stations / Poko's / etc?
... ?
Lim Hiaret
Hiaret Family
#18 - 2015-09-12 11:47:20 UTC
I think this should be part of the structure overhaul. As far as I understand, what you describe, reflects the existing anchorable secure cans. They definitly need an UI update and arguable also a game mechanics update. They are fore example unprobable right now. Which is quite handy but not in line with the different variants of mobile depots and tractor units.
Numen Anomalie
Center for Advanced Studies
Gallente Federation
#19 - 2015-09-12 14:42:19 UTC
Lim Hiaret wrote:
I think this should be part of the structure overhaul. As far as I understand, what you describe, reflects the existing anchorable secure cans. They definitly need an UI update and arguable also a game mechanics update. They are fore example unprobable right now. Which is quite handy but not in line with the different variants of mobile depots and tractor units.


Being able to probe them down sounds fair, didnt think of that one yet! Agreed, thanks for the extra thought!
Cidanel Afuran
Grant Village
#20 - 2015-09-14 05:44:40 UTC  |  Edited by: Cidanel Afuran
Numen Anomalie wrote:

on #1: you need a hauler for your hulks (cargohold fills up in 1 - 2 cycles depending on max skills / implants)

on #2: We do have an alt hauler, but when we mine it is with 10-20 hulks, this already requires 2-3 haulers flying permanantly back and forth, or a freighter to come by ever 10-15 minutes + it still takes the cans that way (you need to drop it somewhere: a fleet hangar or some can. Fleet hangars tend to be rather small though.

on 3#: we can't always bubble all gates, because good mining corps run out miner toons 24/ 7. Our guys rotate in 3 different timezones with about 10-20 hulks online at most time, or procs if there is too much danger in the area.

In general: Thanks for the input, more off topic- than i hoped, i just like to see "drop off" stations" / cans that go into RF or with more HP in the game, because i think they will create MORE and BETTER options for people in certain situations + create a bit of fun meta game when enemy's try to contest them. Instead of coming in and shooting them, to irritate people, one would create pvp content around them that is actually fair and fun. Besides, the whole extra hauler concept: have you looked at the plex prices now- adays? 1.2 bil a month for an extra hauler toon. at 50mil an hour (at BEST) that is 25 hours of mining extra for that toon. And we already spent 4 hours a day in the belts, dont need to make that 5 :P.

Please guys, try to aim more at the "Containers" part of the post, what i ment to go for. I might have to remove the "main reason explination" from the post otherwise.


Sorry, what exactly does plex price have to do with game mechanics? Plexing accounts isn't a god given right.

With respect, all you are doing is asking to be able to mine at max efficiency with zero risk. Why would anyone support that? Break a few characters out of your massive mining fleets and set them to guard duty, or set them to hauling.

Again, you don't have the right to run 20 hulks in any system at any time, and changing mechanics to let you AFK mine in that fleet at any given moment is nothing short of insane.

You meant to be able to AFK mine in 20 hulks while watching netflix. Here's a thought, mine in 15 hulks, and take five of those accounts for more defense/hauling!

-1 yet again.

And by the way, you can pay for an account for $12/mo, which is significantly cheaper time-wise than ANYTHING you can do in game. Stop trying to buy plex for another account and take a job at the local McDonalds for 5 hours/month. One saturday/month working at McDonalds will pay for more accounts than grinding plex ever will.
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