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[New structures] Market Hubs and Drilling Platforms

First post First post
Author
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#261 - 2016-02-11 08:12:13 UTC
Soldarius wrote:
Lady Aesir wrote:
Will a JF be able to dock in the M, L Citadels as setting a market will be very limited if not.


They can dock in the large and XL citadels. They can only be tethered at the mediums.

In general, I think a lot of us would appreciate an update on the status of drilling platforms.

You sure. I thought that changed so that Freighters/Orca can dock in a Medium:

https://m.reddit.com/r/Eve/comments/3qkr10/citadel_tethering_docking_and_asset_safety_recap/
Soldarius
Dreddit
Test Alliance Please Ignore
#262 - 2016-02-15 18:50:03 UTC
Scipio Artelius wrote:
Soldarius wrote:
Lady Aesir wrote:
Will a JF be able to dock in the M, L Citadels as setting a market will be very limited if not.


They can dock in the large and XL citadels. They can only be tethered at the mediums.

In general, I think a lot of us would appreciate an update on the status of drilling platforms.

You sure. I thought that changed so that Freighters/Orca can dock in a Medium:

https://m.reddit.com/r/Eve/comments/3qkr10/citadel_tethering_docking_and_asset_safety_recap/


It does indeed say that. I stand corrected.

http://youtu.be/YVkUvmDQ3HY

Cyan Moonwinder
Cyta Corp
#263 - 2016-04-06 14:59:01 UTC
Been reading into the Reprocessing Module Rigs on the test server and I feel that the Medium 'hisec' one should affect all types of ore and ice, not just hisec ores. Retain the same low reprocessing rate of 52% specifically for Hisec, as intensive reprocessing arrays with their higher bonus aren't allowed within hisec at all. Perhaps make a specific set of rigs designed for Hisec systems only, as you will with the non-hisec modules, then a 54% module for lowsec and beyond.

I feel that if Medium Citadels are the replacement for Starbases, they should at least maintain the equivalent of their features.
Ver'sa
GoonWaffe
Goonswarm Federation
#264 - 2016-04-12 15:48:45 UTC  |  Edited by: Ver'sa
Hi there!

As a game designer, I absolutely enjoy discussing theory on how to add fun, new, and engaging features, especially with industry!

So when it comes to a specialized structure that focuses on mining, harvesting, reprocessing, etc., here are a few thoughts on the design as the currently released details are a little vague.

When it comes to game theory, I first want to establish that I don't want to fix something that isn't broken. However I feel that there are some fixes that can be made to stream-line a process by improving / replacing features.

First let's establish the industry's current model and its basics.

1. Resource gathering methods and buffs.
2. Resource processing methods and buffs.

1. Currently, you can gather resources through the following methods:
-Asteroid and Ice mining (Ship required) [Orca/Rorq buffs, Mining Upgrades]
-Gas Harvesting (Ship required) [Only hull bonuses]
-Planetary Interaction (Customs Office required) [No buffs]
-Moon Harvesting (Starbase required) [No buffs]
-Exploration (Ship required) [Exploration Upgrades]
-Salvaging (Ship required) [Salvage Upgrades]
-Item Reprocessing (Outpost/Starbase required.) [Implant upgrades]

2. Currently, you can process these resources through the following:
-Outpost Reprocessing Facility
-Reprocessing Array (Starbase only)
-Reactions (Starbase only)

This current model shows that only sub-capital industry ships can gather resources, further improved by the presence of capital industry ships. In order to harvest a moon, a player is required to get special rights from the governing power that holds the system to establish a star-base.

If you are familiar with the current industry model, you can figure out where the road-blocks are for player progression and artificial barriers that prevent players from moving into end-game content for structures, harvesting, and production.

In hopes that the new structures will eliminate these artificial barriers, here's what I would like to propose.

***@ CCP, please take these ideas, you have full rights to all that I provide in hopes that it improves the game.***

Proposed Drilling Platform Mechanics:
With a structure dedicated completely to the role of resource gathering and processing, this needs to be a target representative of the good old concept of risk vs. reward. So this structure needs to be that, something that is costly, something that makes a lot of isk, and something that people want to blow up! There needs to be enough incentive for someone to build one of these so that they can further improve their isk per hour.

Let's take carrier ratting for example. It was a model of isk-making that allowed for players to plant an expensive asset in a site, being minimally involved, and able to make a decent amount of isk per hour. This adhered to the risk-vs-reward concept as some people who were less than attentive to their surroundings would find themselves sometimes with a number of hostiles taking advantage of the unaware capital pilot.

It is with my recommendation that the drilling platform replaces this role, allowing players to invest into an asset that they can then plant in a site, make a lot of isk, and provide other pilots a target worth the value.

Mining:
Mining at the moment is limited to sub-capital ships with capital boosting. Frigates and mining barges reach their maximum potential through mining upgrades, drones, and mining-boosts from Orcas and Rorquals. With the idea of seeding small planetoids or megaliths, this could humor the idea of a mobile-structure. Drilling platforms are limited only to the system it was built in. It has the ability to move from one location to another, however the time it takes for this to happen may vary. When a drilling-platform arrives upon a planetoid, it will start mining the planetoid much like a barge would mine an asteroid, however the platform will remain on the planetoid for a long while (perhaps a few hours, days, or maybe a week?) While the drilling platform collects its own materials, this can dislodge smaller, more valuable asteroids that require barge/frigate based mining, encouraging the use of ship-based mining as it can be significantly boosted by mining in proximity of the drilling platform.

As for orcas and rorquals, if there is a rorqual fielding support, it would be nice to see an orca having an alternative use, perhaps as a capital-sized mining barge, that way it gives an orca a use while a rorqual is fulfilling the role of a mining booster. Maybe the orca and rorqual can be equipped with battleship / capital sized mining lasers?

Perhaps the drilling platform can provide boosts that the orca and rorqual doesn't currently have.

Tugs:
Another mechanic I would like to propose for drilling platforms are Tugs. Since the idea of a capital mining barge / drilling platform means the ship/structure is limited in mobility, another way people can invest their time into making isk is more about moving rocks to the drilling platform versus mining the rock directly. Perhaps a single or multiple tugs can move a very large asteroid in proximity of a drilling platform / capital mining ship, allowing for resource gathering in a different sense.

Ice Mining:
Same idea as above. Like the planetoids, perhaps comets can be seeded into the game. This can replace plane-jane ice-fields and provide a fun mini-game of scanning, collecting, and grabbing speeding comets, tractoring them in from extreme distances and bring them in for harvesting, or again through the use of the previously proposed Tugs.
Ver'sa
GoonWaffe
Goonswarm Federation
#265 - 2016-04-12 15:49:56 UTC
Moon Harvesting:
The current model with star-bases requires 1 tower per moon in order to harvest its materials. This tower is permanently stationed here until dismantled or destroyed. It continues to extract resources as long as the controlling players continue to interact.

With a drilling-platform, this can be established in the same way as towers, permanently stationed. I can also see this as proposed with the mining section, having a mobile-platform that can warp between moons, depending on the platform's controller's needs.

Gas Harvesting:
Seeding large nebulae like the planetoids can establish a use for platforms and gas harvesting. I'd like to see more products come to use through the use of gases. Perhaps the platform has a bunch of gas harvesters equipped in its high-slots, sitting in a cloud and sucking in resources over time.

Reprocessing:
The drilling platform absorbs the need for a reprocessing array or reprocessing facility. Different mods or rigs can affect the waste lost from processing much like implants and skills do.

Salvaging:
Since the drilling platform will be designed for gathering resources, it should be equipped with built-in mobile tractor units, tractoring in wrecks and cargo-containers.

Planetary Interaction:
This will be handled by Market Hubs as they will replace customs offices.

New Industry Proposals:
-Complete Industry:
Every object in the game is a resource of some type. Destroyed outposts, NPC mining colonies, the Black Monolith. Every object in the game should be broken down to smaller, more useful resources/salvage. It's the high-future where the denizens of Eve are beginning to understand the very nature of space-time, chemistry, and physics.

-Star Interaction / Solar Harvesting:
I just wanted to sneak this in because I like to see every object in the game as an intractable item that players can use / benefit from. I can see drilling platforms designed for solar harvesting, sitting near stars and absorbing the resources coming from within. These resources can come in the form of something new, to better facilitate a wider array of player production. What those items could be, I'm not sure. Maybe they can acquire the energy to fuel some new Dooms Day weapons, Gates, structures, or new consumables. This could be the preface of a Dyson sphere.

Thanks for taking the time to read this post. Its with my hopes that what currently works isn't disturbed, and what doesn't work, is improved. At the end of the day, the biggest questions we can ask ourselves when it comes to game design is this:
Is it fun? Is it challenging? It is rewarding?
goblinmerch
Knights of the Dark Rose
Fraternity.
#266 - 2016-04-21 01:45:05 UTC
CCP Ytterbium wrote:
Hello people,

We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog.

This particular thread is going to focus on Market Hubs and Drilling Platforms.


  • Market Hubs focus on trade, office, player to player cloning service, ship insurance, character customization services.

  • Drilling Platforms focus on resource harvesting, mainly with reprocessing, moon harvesting, reactions, mining, gas harvesting, or new harvesting mechanics.



i want to have more info on how these drilling platforms are going to work this sounds like a good idea is it gonna be limited to one per character or are we gonna have to be actively doing a mini game with each character using the platform
aulorana equlisers
Mercury Arms Inc.
Ghostbirds
#267 - 2016-04-26 18:29:38 UTC
I'm not sure if this idea was brought up yet but here goes.
Supposedly the boosts will be moved on grid. I have a suggestion.
We all know that rorqual on grid will be subject to hotdroping non-stop with bombers roaming around null and blow them up.
Rorqs, as they said, will have the ability to make the miners around itself and itself invulnerable and unable to engage which sould give time to PvPers to come and save them.
My suggestion is that drilling structures should have a special spot on the buildings exterior for ORE capitals. I love how putting the rorqual into the special mode changes it's look, instead now, you'd park the rorq on the building, which would extend its boost range.
This way, you could have a drilling facility just off grid and have a rorqual sit on it, boosting in a bigger AOE then default on grid.
It would look amazing, it would have rorq relatively safe(you could still scan down the drill and attack it) and keep the usefulness of rorqual as a boosting mining ship ^^
Drago Shouna
Doomheim
#268 - 2016-04-27 07:13:31 UTC
This whole concept has me nervous right now.

On the face of it it looks like we are going to need 3 or 4 platforms to do what we can in a pos, refine manufacture etc. If we want to use the inherent bonuses.

Not only will we have to fork out for those, but all the fittings, modules, rigs and fuel for every single one.

All the while with a big target painted on the side. Still, they may be cheap enough to be semi disposable, but I doubt it. It was even mentioned in the blog that the rigs alone would be up to 10x more expensive than the platform itself.

So is it going to be a worthwhile investment? I guess we'll have to wait and see what the costs are going to be. But as a small indy/mining corp I have to able to recoup a. the original investment b. any loss of a platform c. in a reasonable length of time without it becoming a full time job just to keep up.

If not then my manufacturing/research at least will have to stay in a npc station, if it becomes uncompetitive then I'll have to reconsider and maybe stick to mining/missioning/exploring.

All in all I was looking forward to these changes, but someone needs to take a step back and think seriously about how this is going to impact the small/solo corps and more casual players. I know they said nothing was set in stone atm, but I think they'll get pushed through regardless (but I hope I'm wrong)

Solecist Project...." They refuse to play by the rules and laws of the game and use it as excuse ..." " They don't care about how you play as long as they get to play how they want."

Welcome to EVE.

marVLs
#269 - 2016-04-28 11:44:17 UTC
Pls just don't let drilling platforms spawn belts from nowhere... thats just dumb, what's next? Spawning planets for PI?

I like the idea of them being half ship half station Cool

1. Player can get into structure and firstly scan system for passing by comets (new thing having rocks, ice and gas) and big asteroids (using new probes), when stuff is scanned platform warp to that element a drone like thing (just cosmetic thing like warping scan probes), and that drone will push asteroid/comet into platform, when it's near platform then structure pull it with gravity hook and place on own orbit.
2. From now on pulled asteroid/comet is ready for mining (and for everyone not only platform owner), You can mine it using mining ships or by platform itself which you control (it have mining lasers which player control like those on ships but with better yield so even if someone want to steal your comet, you will outmine him)
3. Platform depending how its fitted it can specialized in boosting fleet mining or mining itlelf better (player driven not passive) or just fitted for better and faster asteroids/comets pulling.
4. In future can be used for ring mining

Maybe pulling thing should take some time depending on distance but lets say average a few hours, so You must scan and pull and if want refit for mining etc, also You can scan, start pulling, let's say comet will arrive in 2 or even 6 hours, if you wont show up then someone else can mine it so You loose, especially if there will be chance for some epic comets and asteroids (with chance like for officer or little more)

Also could be cool if they can be moved without unanchoring (because of limited pulling range) lets say by warping but very slow and with very long pre warp stage.

PS. Something completely awesome would be if owner could push back those pulled asteroids into enemy ships thats attacking platform or just for fun Big smile
Serendipity Lost
Repo Industries
#270 - 2016-04-28 14:34:03 UTC
This is a great time/place to restructure moon mining into an activity for all players. The key is to spread it too thin for a monopoly to apply. Use PI as the model. Eve will never run short of PI. As prices go up, so does the amount of PI harvesting.

Make moon mining an at risk activity. Require a pilot out in space to gather moon goo. I don't really care about the whats and hows - just require a pilot to get in harms way to harvest goo. No timers. The biggest roadblock to the player base accessing moon goo is the required structure and it's associated timers.

Introduce a new class of moon mining ships. Make them as funky or as mundane as you like. Just get the harvesting pilots out in harms way to get their harvest. It would please the game greatly if battles were fought to destroy / protect moon mining fleets. No more free rides. Model them after mining barges: Big tank/low cargo, Big cargo/low yield, Big yield/low tank.... something like that, so that there are different options to benefit different mining styles (from ninja to protected operation)

Make the moon goo deplete in some fashion. Infinite goo in one spot forever makes no sense. Make it like PI or create a new mechanic. Deposits should be largish (you're mining a moon), but if you deploy 100 moon mining ships onto a single moon - you should expect it to deplete. I like the idea scanning moons for deposits. No data dumps for goo locations. The scanners could be as gross or as granular as is necessary (You have to scan a single moon for 1 hour to get the goo results would be too much effort and a 5 minute scan to get all the data for a given region would be too little effort). Scanning could be by system (a good place to start I think), constellation (too much I think), or even by a given range from the scanning ship (moon goo scanner has a range of 20 au or something). Basically if you want goo you have to go find it in some manner, and as you mine it - it depletes in some manner so you have to go find more.

Goo is a reward, it needs risks, harvesting options and barriers to monopolizing it. If you open it to the masses (in null and LS only of course) then supply, demand and awesome explosions will follow.
Serendipity Lost
Repo Industries
#271 - 2016-04-28 14:39:45 UTC  |  Edited by: Serendipity Lost
I'm OK w/ small deposits of moon goo in HS also, but turning on a goo harvester would give you a suspect flag and some form of docking timer. It would give the HS guys a taste of the good life, but the suspect flag and docking timer would add the needed risk and not require a war dec to allow player interaction.

Just say the goo harvester messes w/ CONCORD communications or something. Not enough to merit CONCORD taking action, but still bothersome enough that they will 'look the other way' if a goo miner comes under fire.
Phoenix Jones
Small-Arms Fire
#272 - 2016-04-28 15:23:07 UTC
Serendipity Lost wrote:
This is a great time/place to restructure moon mining into an activity for all players. The key is to spread it too thin for a monopoly to apply. Use PI as the model. Eve will never run short of PI. As prices go up, so does the amount of PI harvesting.

Make moon mining an at risk activity. Require a pilot out in space to gather moon goo. I don't really care about the whats and hows - just require a pilot to get in harms way to harvest goo. No timers. The biggest roadblock to the player base accessing moon goo is the required structure and it's associated timers.

Introduce a new class of moon mining ships. Make them as funky or as mundane as you like. Just get the harvesting pilots out in harms way to get their harvest. It would please the game greatly if battles were fought to destroy / protect moon mining fleets. No more free rides. Model them after mining barges: Big tank/low cargo, Big cargo/low yield, Big yield/low tank.... something like that, so that there are different options to benefit different mining styles (from ninja to protected operation)

Make the moon goo deplete in some fashion. Infinite goo in one spot forever makes no sense. Make it like PI or create a new mechanic. Deposits should be largish (you're mining a moon), but if you deploy 100 moon mining ships onto a single moon - you should expect it to deplete. I like the idea scanning moons for deposits. No data dumps for goo locations. The scanners could be as gross or as granular as is necessary (You have to scan a single moon for 1 hour to get the goo results would be too much effort and a 5 minute scan to get all the data for a given region would be too little effort). Scanning could be by system (a good place to start I think), constellation (too much I think), or even by a given range from the scanning ship (moon goo scanner has a range of 20 au or something). Basically if you want goo you have to go find it in some manner, and as you mine it - it depletes in some manner so you have to go find more.

Goo is a reward, it needs risks, harvesting options and barriers to monopolizing it. If you open it to the masses (in null and LS only of course) then supply, demand and awesome explosions will follow.


This by 100,000x.

I'd like a new mining barge version. I would also add the ability for the discovery (that new ice mining frigate) to be able to do what the moon mining barges would be able to do. I believe you'd get a lot more use out of them.

Yaay!!!!

Tradesmann
University of Caille
Gallente Federation
#273 - 2016-04-30 20:12:01 UTC
To start with I’ll start by saying I’m not a mining expert, nor is that the area of the game I’ve focused on but I’ve been doing some theory crafting around the new drilling rig platform and wanted to share my ideas for debate.

I started off with some simple ideas surrounding the drilling rigs which were

1. = Allow them to spawn an asteroid belt once a month
2. = Be able to transport ore back to a station / industrial array via ore pods
3. = Be able to warp to either Asteroid belts/sites or moons
4. = The idea around ore pods (See further down for details)
5. = The rigs should have an anchoring / un anchoring time

But from those basic ideas I thought okay so let’s thrash this out a little and see what I come up with, which has lead me to the ideas below.

So the way I see the drilling rig platform creating the most interesting game play is to have it come in 3 different versions.

1. The Vanilla T1 Drilling Rig = This is a rig that isn’t great at either moon mining or belt mining it gives standard abilities to both.

1.1 It can warp within a solar system but only to moons / planets or mining sites/belts.
1.2 It has an anchoring / un anchoring time.
1.3 It can be deployed by a JF / rorqual.
1.4 It has say a 20% bonus to both belt mining and moon mining.
1.5 It can be destroyed during the anchoring time and reinforced when anchored.
1.6 It tractors in ore cans automatically to its cargo hold and stores moon goo the same way etc after a 30 second delay.
1.7 It has the ability to send its cargo back to either the new industrial arrays or a station in something called “Ore pods” (more on them later). (Active Ability)


2. T2 Moon mining Drilling Rig = So this rig is specialised towards moon mining and it has bonuses towards that area.

2.1 = It can warp within a solar system to moons only or be deployed there by a JF/Rorq.
2.2 = It has a 50% reduction to anchoring / un anchoring time.
2.3 = It has an 80% bonus to moon mining efficiency.
2.4 = It can be destroyed during the anchoring time and reinforced when anchored.
2.5 = It collects moon ore via ore pods that arrive at the rig that are tractored in after a 15 second delay.
2.6 = It also has the ability to send moon ore back to either an industrial array or a station automatically via ore pods. (more on them later). (Active Ability)
2.7 = Once a month it’s generator has saved up enough energy to activate a cutting beam that hoovers up 3 day’s worth of moon mining in 1 hour.

3. T2 Asteroid Mining Drilling Rig = So again specialised towards asteroid mining and bonuses geared towards that game play.

3.1 = It can warp within a solar system to asteroid belts or Asteroid sites.
3.2 = It has a 50% reduction to anchoring / un anchoring time.
3.3 = It has an 80% bonus to Asteroid mining lasers efficiency.
3.4 = It can be destroyed during the anchoring time and reinforced when anchored.
3.5 = It automatically tractors in ore cans after a 15 second delay.
3.6 = It also has the ability to send asteroid ore back to either an industrial array or a station automatically via “Ore pods” (more on them later). (Active Ability).
3.7 = Once a month it can spawn an awesome asteroid belt that includes mega asteroids the content of which would depend on the sec status of the system it’s deployed in.

All 3 variations of the drilling rig can just hold ore in the cargo hold but due to its small size to avoid continual trips to pick it up the active ability of using ore pods can be activated.


Optional Extra for the T2 variety

Active Shield = So coming from the position of creating interesting game play I think a really neat bonus would be to have a defensive shield that would extend for say 50km and either have a timer or ehp.
The active shield would have to be deployed by selecting an option on the rig so you’d have to be there.

Ehp Shield = If it deployed an EHP shield then attackers would have to simply burn through the shield at which point it would drop, and the ships within would be attackable. So this means the more fire power you bring the quicker you get to kill the ships/ore pods warping to the rig inside etc. Also it has a cool down timer this can only be deployed say once per hour etc.

Timer Shield = So this deploys a shield that is impenetrable for a period of time during which the ships / ore cans that arrive inside can’t be attacked. After it goes down then the carnage can begin. Also it has a cool down timer that means it can’t be deployed again for another hour.

Building the Drilling Rigs

So to create the T2 variety you could make it so that what makes it a T2 rig is either done by invention and materials or by adding a destructible rig to the standard rig.

The invention / material idea has some great game play around resource gathering and trading etc

And the module rig idea has some game play around being able to change your drilling rigs by removing / adding rigs as the needs of your organisation change. This would have to be done when the structure is un anchored thus making it vulnerable etc.

ORE PODS

Ore pods are a new way for asteroid and moon ore to be collected and transported and have the following attributes.

1. = They travel by warping from the resource to the drilling rig / station / industrial array.
2. = When being sent back to an industrial array / station they can’t do it all in one warp their warp drives are small and so have spool up and spool down timers this creates opportunity for all sorts of game play (awoxing etc).
3. = When they drop out of warp they can be either blown up or looted by scrambling the pod to prevent it warping off.
4. = Scanned down using core scanner probes.
5. = When arriving at a moon mining rig T1 or T2 it can be looted until it is tractored in
6. = Completes the warp with just 1 cool down stop when transporting to a moon mining rig.
Tradesmann
University of Caille
Gallente Federation
#274 - 2016-04-30 20:12:55 UTC
7. = Vulnerability time out of warp should be something like 80 seconds to give ppl time to scan down n warp to etc and then either loot or destroy.

The number of times per day it sends these pods and amount of ore that is in these pods is obviously up for debate etc.

The Rorqual

My vision for the rorqual is for it to be an awesome mining bonus command ship / ore transporter having the following bonuses / attributes.

1. = An AOE bonus to mining links
2. = No jump fatigue
3. = Larger ore hold
4. = Ability to reprocess / compact ore
5. = CCP’s shield idea
6. = Ship maintenance array can only carry mining ships / transport ships
7. = Bonuses to remote shield transporter range and amount (can only be used on mining ships)
8. = Increased sensor strength

Making the ship like a central command ship for an ore fleet with remote repping bonuses / AOE mining bonuses and ore processing capabilities it’ll be a central ship for a mining fleet.


sstabeler Echerie
The Scope
Gallente Federation
#275 - 2016-05-18 13:48:05 UTC
one problem I can see is that you need to be careful about how vulnerable the ore pods would be to being scrambled- it would be extremely irritating if someone could intercept all the ore pods mid-route. On the other hand, making it so that the ore pods are invulnerable wouldn't be fair to an attacker.

How I would suggest it is done:

1. the ore to be delivered is split up into 10 or so pods
2. each pod takes a different route to the destination
3. each pod goes a certain distance each warp
4. the pod can change direction only when out of warp
5. if changing direction, pods need to align to the new direction

basically, the idea is that if you have a lone ganker, they're only going to get a fraction of the ore by going after the pods- however, an actual attack by another alliance could completely interdict the pods.

That, and I suggest it be made that you have a choice- the structure can send the ore automatically to a station/another structure OR it can store the ore in it's own cargo bay (which could depend on the size of the structure- say, a small mining rig can store as much as a mining barge, a medium rig as much as an Orca, a large rig as much as a Roqual) but if the structure is attacked, it could all be lost.
Malfesius
Valor Evolved
Order of Allied Knights
#276 - 2016-05-25 20:25:25 UTC
What I would like to see from drilling platforms is a combination of static/active mining.

A few possibilities I can think of.

Drilling platform, like other planned structures, is fittable. One high slot is dedicated to a module, let's call it "drilling array (mineral)" where (mineral) is a dedicated type, let's say tritanium, or isogen, or what have you. The module does not mine a particular ore type but rather strips the belt for only the specified mineral type. However, while it provides a significant bonus to yields for that mineral type, it also converts minerals that would normally be gained through reprocessing of the associated ores present in the belt into the specified mineral type at a loss, let's say for argument 50% of normal yield from that ore type. So while you will get a greatly increased bonus on how much tritanium you get from plagioclase, it is at the expense of any isogen you might normally receive. Effectively the drilling array acts as a reprocessing beam that converts everything it touches into one specific mineral. It would have a cycle time of 24/48 hours, at which point it could with orca or Rorq support be refit with a different drilling array, or repackaged in space and flown back to star base for refitting.

Additionally, since this obviously is all passive, and I love being very active when mining, I think that extraction of minerals from the drilling platform would have to be done actively, not simply by the expedient of opening its cargo hold. Mining barges, exhumers, etc would have to target the mining platform and for all intents and purposes mine it in order to extract its goodies, possibly with dedicated extraction modules, albeit at a greatly accelerated rate over standard mining.

So while the drilling platform is passive, it's not set and forget, and because it strips a belt of only one mineral type, either multiple platforms need to be maintained in multiple belts, or it needs to be periodically refit to produce yields of any other mineral type. And since its hold cannot be emptied except through the expedient of warping out to the belt and actually doing some "mining" from the platform itself, you cannot collect your goodies without a little bit of actual risk(though I suppose destruction of the platform would also drop some of its cargo)

The other side of the coin in this concept is that anyone can "mine" the platform once it has completed at least one cycle. So if you don't return to check on it, a group of ninja miners could swing by and in a few hours strip you of 24 hours "work" that it took for the module to cycle. Perhaps another miner, like with the entosis link, who tries to mine your platform triggers an Eve mail to advise you, but I kind of like the idea that no warning is issued, you just have to go out and check on it yourself. This encourages maintenance, and defence of the platform, and could lead to some interesting pvp scenarios. I envision a group of ninja miners landing in a belt with a few pvp pilots in tow, damaging the platform to almost zero structure, while the miners mine it, and then holding it ransom over the owner or owners until their gang can finish emptying the structure and warp off.

This is idea #1
Malfesius
Valor Evolved
Order of Allied Knights
#277 - 2016-05-25 20:38:59 UTC
Idea #2

Keeping the concept in place regarding harvesting from the platform itself, have the drilling platform be a centralized drone miner, from which miners need to actively extract ore. Effectively, each drilling platform send out a several dozen drones (or tugs, whatever) out to all the belts in the system, in this case dedicated to a specific ore type, returning the ore to he platform where it is compressed. The drones can be targeted and destroyed by others, very much like belt rats, and need to be replaced if this happens, so this encourages players to actively monitor their drones/tugs and the system the platform is deployed in for enemies shooting down their stuff. It again also encourages players to actively go out and mine the platform, but rewards them with faster yields than they would normally receive from just going after roids in a belt.
Malfesius
Valor Evolved
Order of Allied Knights
#278 - 2016-05-25 21:36:50 UTC
I think I prefer idea #2 because a well organized little corp can manage one or two drone drilling platforms with relative ease, sending out strike teams to hit any miners in their belts, or negotiating with those same miners to stay away from certain ore types or be destroyed, etc. miners still get to mine, but with improved efficiency, and because each drilling platform's drones are looking for one particular ore type, rather than running down those selfsame asteroids the miner can just park next to the associated platform and go to town. The platforms themselves can also be scanned down, mined by other players, destroyed, which requires upkeep, observation and maintenance by the owners.
sstabeler Echerie
The Scope
Gallente Federation
#279 - 2016-07-22 20:04:54 UTC
I'd prefer it is players had to be in the structure to mine with it- letting anybody and everybody mine the platform sounds like it'd make them hard to justify, considering how crafty gankers can be even in well-defended space. ( i'm in proviblock- yes, i know what the gankers will say- and reds are a perennial problem.)
Elyia Suze Nagala
Republic Military School
Minmatar Republic
#280 - 2016-07-23 00:51:18 UTC
Somatic Neuron wrote:
Would the drilling platform, or some other sort of platform structure, be able to replace Planetary Interaction, please? Currently there is no way to get rid of people that are squatting on planets that you want for your own use Pirate


Yea there is, repurpose orbital bombardment rounds and add an attack option to the PI screen. Shoot it Lizbit, Shoot It!