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Mining barge changes [now with feedback]

Author
Denidil
Cascades Mountain Operatives
#581 - 2012-08-06 19:50:38 UTC
Dave stark wrote:
WHHHHHHHHHHHHHHHAAAAAAAAAAAAAAA WWWWWWWWWWWHHHHHHHHAAAAAAAAAAAAA I HAVE TO USE THE FLEET SHIP IN A FLEET FOR IT TO BE MAXIMALLY EFFECTIVE WWWWWWWWWWWWWHHHHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAA

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Dave stark
#582 - 2012-08-06 20:01:03 UTC
Denidil wrote:
Dave stark wrote:
WHHHHHHHHHHHHHHHAAAAAAAAAAAAAAA WWWWWWWWWWWHHHHHHHHAAAAAAAAAAAAA I HAVE TO USE THE FLEET SHIP IN A FLEET FOR IT TO BE MAXIMALLY EFFECTIVE WWWWWWWWWWWWWHHHHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAA



if you say so, sweet cheeks.
Sigras
Conglomo
#583 - 2012-08-08 20:31:58 UTC
Dave stark wrote:
Denidil wrote:
final build on sisi -

mackinaw has it's 450m3 cargo, 35000m3 ore (28k+5%/level), but it's tank was reduced
hulk now has it's 8500m3 ore


if it wasn't so ******** it'd be funny that the mack can hold even more crystals now....

actually I agree with this change. the mack is supposed to be the king of autonomy. Its supposed to be the ship for the lazy miner who just wants to sit in a belt, chew rocks, and not move.

IMHO i would like to see the 1% strip miner yield changed to a 10% bonus to cargo capacity per level. This would give it 675 m^3 of cargo space letting it fit almost all the mining crystals in the game, but make it a bit worse when compared against the yield of the hulk.