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MIning: Add Moving Rocks?

Author
grgjegb gergerg
School of Applied Knowledge
Caldari State
#1 - 2017-06-01 18:32:15 UTC
Mining is pretty boring. Rocks don't move.

Buuuut: What if some DID move?

I'm not proposing removing any of the existing stuff, but if moving rocks were added, it would at least be interesting. Possibly more temporary rocks, that moved at various speeds. I'm not sure about what source would make sense, though. Though, even if the rocks are moving at 1000 m/s, we still have a LOT of time before they make any real progress through solar systems. (The Earth moves at about 30 km/s around the sun.)

Instead of parking at a belt with a Higgs rig, slowly crawling between a couple warp locations, it would require ships to actively deal with rocks moving at different velocities. Long tractor ranges would matter, haulers could deal with that by carrying tractor units, and other long-range tractor ability would suddenly become quite important. Shifting bookmarks, communicating a LOT more, and warping to fleet members to pick up jetcans.

Suddenly, you'd get barges with MWDs fit, speed-fit Orcas and Porpoises, even? High-speed mining drones?


As for source, well, I'm reminded of SPAZ. There are mining stations that have a MEGA sized laser chewing away at a HUGE asteroid, and you can dart in and suck up a lot of what the station chews loose.

Either that, or space whales or something, I dunno. I'm kind of partial to space whales, myself.
Do Little
Bluenose Trading
#2 - 2017-06-01 20:28:29 UTC
It's relative velocity that matters, not absolute and Eve asteroids behave more like trojan asteroids - clustered in the L4 and L5 points in a planets orbit. Once you've matched velocities - they will appear stationary, just as the Earth appears stationary to us.

I do agree there should be more gameplay. Maybe heterogeneous asteroids that all look the same in the overview - you need an analyser to determine which ones are valuable - not a scanner that does all the work for you!
Donnachadh
United Allegiance of Undesirables
#3 - 2017-06-02 14:17:13 UTC
grgjegb gergerg wrote:
Mining is pretty boring. Rocks don't move.

Buuuut: What if some DID move?

While I agree that mining could use a refresh I see nothing in this idea that would change mining in a positive way and it certainly will not make it less "boring". See the comment Do Little made above about relative velocity. One simply right clicks asteroid and selects orbit. Alternatively one could right click, select stay at range, either way it completely negates your idea since your ship would magically move in unison with the asteroid and with the exception of those few mouse clicks it requires no imput or activity from the miner.

But let's play along with your idea and say that somehow magically these moving asteroids actually did make mining more fun. Then the additional P.I.A. aspect of having chase your mining ship with your ORCA, Rorqual or hauler sets in and is it really any more interesting?
What happens to the ORCA / Rorqual / hauler pilot that has to chase many mining ships moving in several different directions following their asteroid.

But what about the risk factors it adds
Crazy things like having to remove your tank to fit prop and cap mods making you more vulnerable to ganks or a war dec.
Cade Windstalker
#4 - 2017-06-02 14:49:16 UTC
What does this actually add though?

Okay, rocks move, so now miners have to either scan down or chase after (or likely both) something which doesn't shoot back, attempt to evade, or really do anything more than necessitate turning on a prop-mod and hitting "approach" or "orbit". There is literally more interaction involved in moving a Freighter around as that at least has you pushing buttons on a set interval and, in some cases, webbing the Freighter with an alt.

Plus if you allow people to tractor Asteroids then you're inevitably going to get jokers who take rocks and basically just run with them so they can't be easily found or mined.

Basically the only thing this accomplishes, in my mind, is making the server have to keep track of more variables per rock, and maybe adding a new category to the scanning interface for people to ignore.
Old Pervert
Perkone
Caldari State
#5 - 2017-06-02 16:42:32 UTC
Hehehe... well... we could add proper orbits to everything.

That would seriously mess up everyone's everything. Be hilarious to watch the rage. I'd mourn the hamsters though, that many physics calcs would be murder.

I wonder if they make an Eve mod for KSP.... I mean... sometimes I try to bump my orbital station off the gate, but my KSP rockets just explode when I hit the prop mod and burn at it full tilt. On the plus side, so does the station, so gank successful?

Getting fights would be a whole lot harder if you have to get an actual intercept window first.
mkint
#6 - 2017-06-02 16:54:25 UTC
Asteroids moving through deep space = no. Asteroids whizzing across the existing belts instead of being stationary half moons = maybe. It would add some player skill to mining. As long as the option to sit still and mine whatever comes into range remains an option, also having an option to position yourself to intercept the better and faster moving asteroids would add some much needed interaction. Also would add some fitting choices... do you fit that prop mod to chase the better asteroids, or do you go for slow and reliable?

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

grgjegb gergerg
School of Applied Knowledge
Caldari State
#7 - 2017-06-03 17:20:00 UTC  |  Edited by: grgjegb gergerg
Also, ganking barges can be as easy as it is, because they are frequently COMPLETELY stationary. Drop blaster Catas on it, gg.

If everything is moving around, those warp-ins will be at least harder, and barges might a little further out of range. There's a MWD vs AB debate to be had there. Haulers don't NEED to drop on top of things, with MTUs and massive ICS tractor ranges. Boosting is more complex, though. And can-flipping might even be a thing again, but it would be significantly harder.


Ok, so if we always just match velocity to things (neglecting for the moment how EVE is flying through jelly) the idea-thing would need CHANGING velocity? SPACE WHALES!

Sorry, I'm afraid that I don't have any solutions here. This is really more of a what-if, and a notion that asteroids as they stand (still) are boring. This isn't meant to make it easier, just to make it more interesting. And if people can't AFK it so easily, the value could be creeped up, either through natural market pressures, or slightly better rocks seeded as moving. (Though that would require them pulling out regular rocks for real change. Any drastic change would probably be less than optimal.)
Shallanna Yassavi
qwertz corp
#8 - 2017-06-04 03:18:12 UTC
The rocks can't move too fast or the barges (particularly the retriever) will have problems keeping up.

A signature :o

Nevyn Auscent
Broke Sauce
#9 - 2017-06-04 03:55:42 UTC
Spot the non miners here who believe that you can fit a correct sized MWD (or even AB) to a barge without ludicrous sacrifices.
This is one of the reasons I've been calling for barges to have more appropriate fitting allowances & slots for years now.
Blade Darth
Room for Improvement
Good Sax
#10 - 2017-06-04 03:55:52 UTC  |  Edited by: Blade Darth
Make mining great again!


It should be a mini game of some sorts, balancing drill power to not blow up a roid based on some indicators.
Bomberman on a rock cross section. Space Worms tower defence. Or something.
Need 3 apm (or more) instead of the 2 clicks per hour that mining requires nowdays...

Nevyn Auscent wrote:
barges to have more appropriate fitting allowances & slots for years now.
Fast & Furious mining barge drift? Mining equipment usually doesn't have afterburners and moves at walking speed or slower. I see no reason for barges to fit a prop mod other than to use the warpout trick. So every barge would fit it and still die because the pilot is afk and/ or quadboxing.
grgjegb gergerg
School of Applied Knowledge
Caldari State
#11 - 2017-06-05 01:39:25 UTC
Or just give barges a fitting bonus for prop mods?

Unless you think that would make them too easy to PVP in. Pirate

I'm trying to think up ways to make mining at least a little more interesting. Like, optional minigame enabled (but not required) by more advanced mining gear, on the order of hacking, but more rock-themed. Veldspar would be easy, ABC would be very tricky.

And yeah, more fitting choices would be interesting. I'd like something that makes it more complex than just spamming yield or tank. How about modules for barges, ala T3 stuff, that you can slot in? Diminishing returns on various stats that makes it pointless to spam yield or tank too much, and space beyond that for other stuff?

I mean sure, 53 will still fit no mids and a full rack of upgrades in the lows, but people might have more fun with it.
Nevyn Auscent
Broke Sauce
#12 - 2017-06-05 02:31:27 UTC  |  Edited by: Nevyn Auscent
We already have diminishing returns for the most part, it's just that barges don't have enough slots for diminishing returns to enter into the picture in a relevant way. Really we only need one barge with more slots (& PG/CPU to use them), and you gain the ability to create all three of the current variants with use of appropriate fittings. But that's a totally different
And Blade, Consider miners more associated with oh..... The Bridging/Flame Thrower tanks of WW2, or Trawlers which do actually travel at a fair pace to chase the fish and get in & out of harbour. That's a more accurate representation of what they are and the environment in which they have to work rather than stationary or near enough to it pit mining equipment in the current age.

Of course, neither of these make it any more interesting adding moving rocks, or any other sort of mini game.
As long as the majority of a miners time is spent mining, the current method is not RSI inducing and any mini game would actually be more mind numbing,
grgjegb gergerg
School of Applied Knowledge
Caldari State
#13 - 2017-06-05 03:06:21 UTC
Nevyn Auscent wrote:
We already have diminishing returns for the most part, it's just that barges don't have enough slots for diminishing returns to enter into the picture in a relevant way. Really we only need one barge with more slots (& PG/CPU to use them), and you gain the ability to create all three of the current variants with use of appropriate fittings. But that's a totally different
And Blade, Consider miners more associated with oh..... The Bridging/Flame Thrower tanks of WW2, or Trawlers which do actually travel at a fair pace to chase the fish and get in & out of harbour. That's a more accurate representation of what they are and the environment in which they have to work rather than stationary or near enough to it pit mining equipment in the current age.

Of course, neither of these make it any more interesting adding moving rocks, or any other sort of mini game.
As long as the majority of a miners time is spent mining, the current method is not RSI inducing and any mini game would actually be more mind numbing,

That's a good point. It would be difficult and perhaps impossible to come up with any sort of compelling mining minigame that doesn't get REAL old, real fast.

I played a little Interstellar Rift. That had a fairly neat mechanic, where teleportation was very common. You didn't mine externally, you teleported rocks into machines, which automatically separated them into ore to refine and a couple other materials. Most of your interaction was in moving around boxes between the machines, which got pretty boring as well.

Now, if there was a new whale-named ICS, with a wormhole generator? Useless for travel, but it would suck up any rocks from belts in the solar system? (Targeting and lasers disrupts the process: it would only grab rocks that noone is using.)

Then, you can script the thing. Grab one rock and hold it steady, or open an unstable wormhole that pulls rocks in at various velocities for 5 minutes each, before they snap back? I might actually flesh that out and post it separately. An ICS with a covops bonus might be neat to lump in as well.
Donnachadh
United Allegiance of Undesirables
#14 - 2017-06-05 14:03:19 UTC
Mini-game it, and you end up with the same thing we have in sites with the hacking mini-game. That was neat for the first few times you tried it now it is boring as hell.

Rocks moving is never going to be interesting because you simply set your ship to follow the rock and the movement essentially becomes irrelevant and the boring nature of mining comes shinning through again. If the rocks are moving so fast a mining ship cannot keep up then it gets you nothing but frustration as that one ore type you need comes into then moves out of range.

Change lasers / strip miners and the rocks themselves so continual adjustments are needed and good old frustration sets in. Besides that after a few minutes, or maybe a few hours that continual adjustment process becomes just as boring and repetitive as the current mining process.

Even using lasers to drill holes into asteroids so you can plant explosives and blow them into small chunks your ship can then pick up would only add an interesting element for a short time and then like all the others it would become boring and repetitive.

You mentioned Interstellar Rift and it's teleportation style mining system and how interesting it was, the you tell us that even that got boring after awhile. There is a lesson in this one for you and the others that want mining to be more interesting, that lesson is simply this. Mining is boring and mining will always be boring no matter what you do to it.
mkint
#15 - 2017-06-05 14:38:27 UTC
Donnachadh wrote:
Mining is boring and mining will always be boring no matter what you do to it.

I don't think the point should be trying to force fun into mining. The point should be adding a way for player skill to matter. Right now there is no such thing as player skill when it comes to mining.

Rocks moving across the grid would be an opportunity to add nuance. If you don't want nuance, you can mine the non-moving veldspar. If you want to fit for chasing the rare highsec ABC rock whizzing through at faster than 1,000m/s you'd have that option. Players that want to be engaged and have higher profits than just veld/scord would switch targets as juicy ones move within range.

So no, it might not make mining any more fun, but it would reward ATK higher than AFK, and reward player skill in how you position yourself to catch too-fast asteroids.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Teckos Pech
Hogyoku
Goonswarm Federation
#16 - 2017-06-05 17:50:58 UTC
mkint wrote:
Donnachadh wrote:
Mining is boring and mining will always be boring no matter what you do to it.

I don't think the point should be trying to force fun into mining. The point should be adding a way for player skill to matter. Right now there is no such thing as player skill when it comes to mining.

Rocks moving across the grid would be an opportunity to add nuance. If you don't want nuance, you can mine the non-moving veldspar. If you want to fit for chasing the rare highsec ABC rock whizzing through at faster than 1,000m/s you'd have that option. Players that want to be engaged and have higher profits than just veld/scord would switch targets as juicy ones move within range.

So no, it might not make mining any more fun, but it would reward ATK higher than AFK, and reward player skill in how you position yourself to catch too-fast asteroids.


FFS, it is mining. It takes as much skill as shooting fish in a barrel. Seriously you are shooting rocks....rocks. You aren't even shooting NPC pirates, but rocks.

I'll suggest something radical...a radical view: The "boring" aspect of mining is a feature not a bug. You get in your procurer/skiff find a nice belt, select some rocks, start shooting said rocks, turn on Netflix (Amazon, insert DVD, etc.) sip alcoholic beverage of choice, while periodically emptying your ore hold into the hauler piloted by an alt.

"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

Dior Ambraelle
University of Caille
Gallente Federation
#17 - 2017-06-05 20:57:26 UTC
Here is my - probably overcomplicated - version of the OP's moving-miner idea: comet mining.

In some systems a comet would orbit the sun as it does in real life. Not with a really fast speed, but faster than a barge without prop mods. Around the comet random stationary ore and ice rocks would spawn (even gas clouds maybe?), which would have a "life time" of let's say about 100km from the comet. After that they become space dust.
This means you would need to constantly check the rocks around you to find the most valuable, and would have limited time to get close to them and mine as much as you can.
All of this while you also have to follow the comet and keep track of jetcans that you may leave behind.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Redus Taw
Farmers Union Iced Coffee
Pandemic Horde
#18 - 2017-06-06 00:37:11 UTC
I'm not too sure how complicated the programming would be to make them all gyro's on that curved axis they're already on. It would make the most sense for me to warp in and the asteroids all have a set velocity (for each direction) that doesn't change once a player has warped into that belt. This sounds like some complicated programming to me, but I'm still very new to the programming world so maybe I'm wrong.
grgjegb gergerg
School of Applied Knowledge
Caldari State
#19 - 2017-06-06 01:19:36 UTC
Redus Taw wrote:
I'm not too sure how complicated the programming would be to make them all gyro's on that curved axis they're already on. It would make the most sense for me to warp in and the asteroids all have a set velocity (for each direction) that doesn't change once a player has warped into that belt. This sounds like some complicated programming to me, but I'm still very new to the programming world so maybe I'm wrong.

http://store.steampowered.com/app/230290/Universe_Sandbox/

If a single PC can have loads of little objects all slinging around, I'd guess that the EVE server can handle a few things moving relatively slowly, per node? I doubt there's anything in the way of gravity math already, but I think all the planets have masses?

And/or add another Industrial Command Ship, I'm partial to the name "Humpback" or perhaps "Cachalot". Medium class, perhaps give it a covops bonus for a proper ninja miner, with an industrial cloak that can cloak nearby barges and industrials as well? If it's going to be a covops version, it probably can't have a ship bay, otherwise people will just fill it with frigates.

But the main thing would be a wormhole generator. Only works on asteroids, and asteroids that are not targeted (no pulling rocks from people while they use them.)

Two scripts: a single-rock version that pulls an asteroid and holds it indefinitely, so that barges can harvest it.

And a multi-rock version, that pulls them in and ejects them at random velocities, each rock lasts 5 minutes before it is returned. So a full cycle and a shorted cycle, because if you don't end manually, the second cycle is wasted.

So you can use it to mine and boost, without entering belts, mainly. Or jump it in and ninja-mine with it? Not the sheer utility of an Orca, or the cheapness and "speed" of a Porpoise, but probably somewhere in the middle?
Ajem Hinken
WarFear Gaming
#20 - 2017-06-07 04:52:53 UTC
Well... I'd like to be able to grab a whole asteroid and then take absolutely forever in my Venture dragging the whole thing back to the station and shove it in... but then you'd get capitals doing it lol

https://forums.eveonline.com/default.aspx?g=posts&m=6875494#post6875494 - Ship mounted explosives. Because explosions and Jita chaos.

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