These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Assembly Hall

 
  • Topic is locked indefinitely.
 

Asteroids de-materialization before cycle time

Author
AlkoliK
Aliastra
Gallente Federation
#1 - 2013-01-29 16:59:13 UTC
This has been probably already addressed before, so I am most likely repeating myself.

Problem:

As with being a miner, it is pretty important to maximize your available time. With this being said, I find it rather curious that a mining laser would continue to work on asteroid that no longer exists. I imagine that there is some code that makes the mechanic of when a mining laser deactivates it then determines how much ore was extracted based upon the time it was active. I understand that this is a game and that mechanics don't necessarily mirror real-life situations, but it really doesn't make sense why a mining laser would still be active while an asteroids mass has already been completely depleted.

Solution:

Make asteroids "like" structures giving them hit points. Make mining lasers like regular guns that will reduce the structure of a given asteroid by the amount equal to whatever turret is being used and skill points given.

I understand that this would most likely change the entire mechanic of mining since the minerals gained would no longer be attached to a cycle time. I also understand that this would have farther reaching effects in regards to mineral prices on the market and so forth. I thank you for your time and consideration.

Best Regards.

AlkoliK
RoAnnon
Republic University
Minmatar Republic
#2 - 2013-01-29 22:29:06 UTC
The amount of minerals removed from the asteroid would indeed still be tied to a cycle time, the same way HPs are removed from a target ship for each cycle of a weapon turret.

So, you're a bounty hunter. No, that ain't it at all. Then what are you? I'm a bounty hunter.

Broadcast4Reps

Eve Vegas 2015 Pub Crawl Group 9

Houston EVE Meet

Jint Hikaru
OffWorld Exploration Inc
#3 - 2013-01-30 10:03:56 UTC  |  Edited by: Jint Hikaru
Solution.

Dont use all your mining lasers on the same asteroid.

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Alvatore DiMarco
Capricious Endeavours Ltd
#4 - 2013-02-06 01:11:54 UTC  |  Edited by: Alvatore DiMarco
Another solution: Put a rock scanner on your barge. Use it from time to time and know how to read it. Have some vague clue of how much yield you pull per laser cycle. Stop your laser manually once the cycle has run long enough to finish off the asteroid in question. By doing this, you still gain the minerals you've extracted so far and the depleted rock vanishes.

On the rare occasions when I do mine, this is exactly what I do and it works very well.

Also, don't use all your mining lasers on the same asteroid.
Agustice Arterius
Deep Core Mining Inc.
Caldari State
#5 - 2013-02-06 04:40:32 UTC
While the people above me did give good examples of how to work around the issue. They need to fix the issue, instead of having people work around it.

It's small things like this that really display how clunky EVE is.

It's almost as if when a ship was destroyed, your computer still had it locked, and you continued shooting rounds at its wreck until you ran out of ammo.

Only less important cause it's mining.
Tauranon
Weeesearch
CAStabouts
#6 - 2013-02-08 07:02:38 UTC  |  Edited by: Tauranon
Rock scanner is a good/near perfect example of EVE design imo.


ie if you are solo and you bring it, you are losing a midslot from your tank for your yield optimisation. Good eve design.

If you have an orca then you can use it whenever you need info and then put the tank back - ie further benefit of having a gang foreman in the foreman ship with its refit in space capabiility. Good eve design.

If you wish to fly manually around not having it - I put it on the iteron alt thats hauling the cans, or I take a frigate through and derive a notion of how big I expect the average rock to be and just mine 1 cycle short of that average. Might overrun a few times per belt, meh.

Again good design, because I can stupidly or intelligently work around it not being there.
loco coco
#7 - 2013-02-16 06:53:32 UTC
I'm a carebear at heart and I no longer have a problem with this. I skills up enough to where I could use a T2 survey scanner and I just keep an eye on my cargo hold to know how around how much ore is left. A little subtraction is all that's required to keep your lasers on task :)
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#8 - 2013-02-24 16:57:07 UTC
Even though I understand the OP, I have to agree with most of the posters here: bring a scanner, have a look at how much yield you get from your lasers, look at the volume of the ore you're mining, add your cycle time, and with a small mental calculus you'll get how much time you should keep your lasers running. AFK mining can be comfortable, but if you want to be efficient, you'll have to keep an eye on those cycles and know when to press F1-F3 again. Hope this helps you Blink And remember: mining has maths involved!

However:

I'd like to see an animation of the asteroid / gas cloud I've just drained vanishing in a cloud of dust / reducing size until fading away, instead of just instantly dissapearing.
Jalxan
EVE University
Ivy League
#9 - 2013-02-25 01:15:49 UTC
Actually, if you cancel your miner mid-cycle, it only takes a portion of that cycle's worth out of the asteroid.

Thus, it should be actually fairly simple for a bit of programming that should be something like this:

Explanation to CCP wrote:
while (minermodule moduleshutdown = false && (ore_remaining < ((miner_ore_per_cycle / cycle_time_max) * current_cycle_time))
{
..... if (ore_remaining >= ((miner_ore_per_cycle / cycle_time_max) * current_cycle_time)) then
..... {
........ minermodule moduleshutdown true;
........ announcedepletedasteroid true;
..... }
..... sleep 1;
}


Translation to non-coders: Add a simple script that once a second, checks to see if the amount of ore the module can collect in a full cycle, divided by the full cycle time, then times all that by the current cycle time, is greater or less than the amount of ore remaining on the targeted asteroid. If there's less, the script exits, shuts off the module, and announces the module is completed.

That's all there is to it. Of course, I don't know how the coding ACTUALLY works, but this should be a fairly easy to add code if CCP decides to try it. :)
viewtifuljoe
Anti Corp Corporation
#10 - 2013-02-25 15:56:59 UTC
CCP ,

Please use Jalxan's code.



Love you !
- Joe