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Player Features and Ideas Discussion

 
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Survey Scanners

First post
Author
Adunh Slavy
#41 - 2013-07-01 04:15:39 UTC
CCP Fear wrote:

Having some sort of a system scan of what roids are in the belts could be great, but as the roids are fairly similar in types in each system it would better to show some indication of "how much remains", so you can quickly go to a belt that is full rather than an empty one.



This would make cherry picking a bit too simple IMO.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Caleb Ayrania
TarNec
Invisible Exchequer
#42 - 2013-07-01 05:14:32 UTC
Adunh Slavy wrote:
CCP Fear wrote:

Having some sort of a system scan of what roids are in the belts could be great, but as the roids are fairly similar in types in each system it would better to show some indication of "how much remains", so you can quickly go to a belt that is full rather than an empty one.



This would make cherry picking a bit too simple IMO.


Well it would make perfect sense if the densities of the different types of ORE made it hard to estimate the actual values and compositions.

So in effect you could not say if there was something worth the effort, just an estimate based on avg values.

This in conjunction with fully getting rid of static roid belts would make it valid to totally revisit the composition of Grav sites.

Since value would decide what got removed first and labor distribution, even a full representative spread of ORE in all types of space would become a possibility.

Another valid thing to consider would be loot / valueless spawn of challenging rats in grav sites based on the value of the grav site. Thus making it needed to clear the belts before being able to mine them. Some fairly interesting spawnrate dynamics could be developed to add some risk and chaos in obtaining raw materials.

Infinite Force
#43 - 2013-07-18 18:01:10 UTC
Bump to the top.

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Delarian Rox
Science and Trade Institute
Caldari State
#44 - 2013-07-18 18:16:40 UTC  |  Edited by: Delarian Rox
Only one thing that survey scanner missing it's interaction with overview. I think there should be some sort of "ore yeld" column in overview and scaner should reveal hidden value. Maybe it should reqire activation maybe not. Highsec miners also need something that will show them if roid already mined by someone. Not a big need just a quality of life improvement.
Elfi Wolfe
University of Caille
Gallente Federation
#45 - 2013-07-18 19:01:35 UTC
Nice ideas.

"Please point to the place on the doll where the carebear touched you."

Keldor Eternia
Imperial Academy
Amarr Empire
#46 - 2013-08-20 09:01:43 UTC
Bumping because thread is full of great ideas.
Debora Tsung
Perkone
Caldari State
#47 - 2013-08-20 11:16:22 UTC
Visual display of the survey scanners result next to each targeted asteroid on the screen?

Stupidity should be a bannable offense.

Fighting back is more fun than not.

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Maximus Aerelius
PROPHET OF ENIGMA
#48 - 2013-08-20 14:24:44 UTC
Swiftstrike1 wrote:
On a similar topic, ship scanners...

Please add some functionality into the ship scanner so that the modules are sorted into "Hi slot", "Mid slot" and "Low slot" as in the fitting management window.

It would be great if we could see e.g. "Heat Sink II x3" instead of 3 separate entries each called "Heat Sink II"

Finally, the description says that the module's effectiveness decreases the further you go beyond optimal range (or something along those lines). However, my experience is that even when you are 500m away the ship scanner will never give you a complete fitting. Maybe you could reduce the optimal range to something like 5km and change the mechanic to give a full readout every time if you are within optimal?

EDIT: This might be a little overpowered, but perhaps if you have just scanned down their fitting, the ship scanner could give you their ship stats (assuming minimum skills required to use the modules they've got) including DPS, range, EHP, resists, top speed, etc... everything you get in the fitting window for your own ship


This isn't about ship scanners but nice try Blink
Maximus Aerelius
PROPHET OF ENIGMA
#49 - 2013-08-20 14:30:55 UTC  |  Edited by: Maximus Aerelius
Lai HasCake wrote:
The idea of grav/ice sites only being scannable with a survey scanner is a really good idea.


Seconded. The fact that they are insta-warp immediately turns me off of them. I'm not risk averse but no effort = quick kills it's simply not cricket old chap Blink

On the other hand make those roid loving rock hugging Carebears work for that ore, nothing should just fall into your lap in EVE, be it kills or roids...nothing I say goddamnit! ShockedLol
Caleb Ayrania
TarNec
Invisible Exchequer
#50 - 2013-08-20 14:42:18 UTC
Maximus Aerelius wrote:
Lai HasCake wrote:
The idea of grav/ice sites only being scannable with a survey scanner is a really good idea.


Seconded. The fact that they are insta-warp immediately turns me off of them. I'm not risk averse but no effort = quick kills it's simply not cricket old chap Blink

On the other hand make those roid loving rock hugging Carebears work for that ore, nothing should just fall into your lap in EVE, be it kills or roids...nothing I say goddamnit! ShockedLol


More meaningful efforts and less stupid time sinks would always be very welcome..

Maybe just making the survey scanner grant a bonus to scanning down grav sites?

The automatic discovered sites is a bit of a meh feature.. Some linking integration into something like bookmarks, and shared bookmarks would be really neat.. So if you have scanned the site or someone have shared the bookmark you get it showing as green?

Something like that might make scanning a more lucrative profession?
Batelle
Federal Navy Academy
#51 - 2013-08-20 15:56:55 UTC
CCP Fear wrote:
BUMP!

I'm very interested in this topic. I would love to hear some ideas on how the survey scanner could be improved, what could be added to make the experience better and how it could be leveraged in a more co-operative or simple mulitplayer setting.

Would also like to hear just how it's being used. Any 3rd party tools that are being used to compliment it.

Basically, what does it need to do better to make it more interesting.


If you're going to all the trouble to fit and activate the module, have it at least do the units - > m3 conversion for you in the results readout.

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Caleb Ayrania
TarNec
Invisible Exchequer
#52 - 2013-08-20 17:43:48 UTC
Batelle wrote:
CCP Fear wrote:
BUMP!

I'm very interested in this topic. I would love to hear some ideas on how the survey scanner could be improved, what could be added to make the experience better and how it could be leveraged in a more co-operative or simple mulitplayer setting.

Would also like to hear just how it's being used. Any 3rd party tools that are being used to compliment it.

Basically, what does it need to do better to make it more interesting.


If you're going to all the trouble to fit and activate the module, have it at least do the units - > m3 conversion for you in the results readout.


Well also a simple mouse over should give you value as if it was in a cargo hold.. Simple and intuitive.. also already in the game and pretty easy to code..

Same when selecting more than one roid, the sum would show like in hangar selections?

The sum m3 would then also show..

While tweaking that bit, a really neat little added feature globally would be doing the isk/m3 and add that to the info?

Shalua Rui
Rui Freelance Mining
#53 - 2013-09-09 11:18:02 UTC
/signed

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

Korrimal Ohmiras
School of Applied Knowledge
Caldari State
#54 - 2013-09-15 00:17:21 UTC
BUMP

Would still like to see this overhauled.
Altered Ego
Deep Core Mining Inc.
Caldari State
#55 - 2013-09-15 09:53:49 UTC
My recommendation is that, what ever change CCP makes, they use the process as a test case for upgrading the D-scan.
Michael Loney
Skullspace Industries
#56 - 2013-09-18 16:21:07 UTC
As a miner I am loving this thread! +1

We need better tools not for mining but for co-ordination of miners.

The Mining skill requirements for the Orca we recently removed because the Orca is not a mining ship. The Orca is a command ship and the pilot should be just as busy as his fleet is, just doing a different task, namely commanding.

Suggested module:

Special survey scanner for Orca / Roqual usage only ( restrict by fitting )

ORE Prospector survey enhancer

PG - unchanged
CPU - slight increase
Fitting - Med slot

Skills - Mining director ?
- Leadership ?

Range - 50KM and Boosted by ship attributes
Cycle time - 10 secs

Description

This module does the extra computational work to display additional information to the fleet members via an expanded scan window. This will include auto updating the scan results every cycle of the command module, fleet information of targeting and assignments. Each miner with a survey scanner equipped will receive the following information for ALL rocks in the Orca's scan radius ( ie HUGE )

- Range
- Size
- Composition
- Units of ore remaining
- Volume of ore remaining
- Activity , T for Targeted by others, M for active mining by others
- Assigned to [PILOT], the Orca pilot may assign rocks to certain miners to increase efficiency and avoid crossing the beams

Adding this information allows the miners to make better choices when it comes to where to park for optimal mining, what ore is the closest together and most importantly, how much is left. The addition of an active Orca pilot who is on-grid can greatly increase the number of miners in a field with less errors and confusion. By default, this would be useless to off-grid boosting even if the range / yield effects remain.

With the addition of the Ore hauling Miasmos ( ~60Km3 ) the Orca no longer has to 'dump truck' back to station every once in a while.

BONUS:
Special Survey scanners for fleet embers to access this additional information
Add an estimated price per rock based on the normal market projections

TL;DR

New scanner module for Orca / Roqual
Adds much need information to on-grid miners
Allows more miners per field with less headaches
Allows the Orca pilot actually do something other than play Tetris with ore
Delhaven
Federal Navy Academy
Gallente Federation
#57 - 2013-09-26 18:24:14 UTC  |  Edited by: Delhaven
This is mainly a bump because there are some bloody good ideas in this thread, so you can ignore everything I put in below if you'd prefer.

Right now, I'm mining in high sec using either an Exhumer and an Orca, or a pair of Exhumers. I use a giant, all-purpose, MS Excel spreadsheet to track the asteroid volume, as well as the cycles and timing of my lasers. Not ideal, but it keeps the downtime of the lasers to a minimum.

From reading the full thread, here are the ideas I like best (mostly stolen, and I apologize for not giving credit to the originators):

(a) Increase the base scan range. With my skills, I can hit asteroids at >26 km. The Tech 2 scanner is good to 22.5 km. This is a bad match and a major annoyance. Scanning out to the maximum possible laser range, or the maximum locking range of an Exhumer would be nice.

(b) Increase range by changing the Survey skill to increase scan range in addition to cutting scan time. 5% per level will take a Tech 2 scanner from 22.5 km to 28.125 km.

(c) Show the volume of each asteroid in addition to the number of units. Also see point (2) below.

(d) List the number of lasers currently hitting each asteroid, preferably color coded. Or at least showing that something is hitting it.

(e) Coordinate the scanner results with the rest of the overview so you know which of your lasers is hitting which asteroid in the scanner results.

(f) Make the scanner "live" by increasing the cycle time (to say, 30 seconds or a minute) but allowing it to continuously cycle and update the list.

(g) Show whether a asteroid is in range, either by taking the values for the lasers on hand, or by allowing a distance set by the user.

(h) A system scanner to know where to go to start would be great. It wouldn't have to be detailed, just the approximate total volume in the belt (1.4M m3) and a rough breakdown (40% Plagioclaise variants, 30% Veldspar variants, 20% Omber variants, 10% Scordite variants, etc.). Also see point (2) below.

(i) Have the scanner calculate the number of cycles, based on the volume of lasers with crystals, to completely deplete each asteroid.

Outside of the scope of the scanner itself, but related:

(1) Change the strip miner cycle time from minutes to seconds. A 10-second cycle time with an accompanying adjustment to cap rate would be great in eliminating wasted time, and the need to try and track volumes and ore sizes. It would also encourage folks to mine out the smaller asteroids as they wouldn't be nearly as much of a pain, or as wasteful time-wise.

(2) Get rid of the "units" of ore and just make them units of m3. You would mine, buy, sell, and price things in m3, which would simplify everything. When you're dealing with bulk, you measure things in bulk (i.e., you don't buy 52,234 grains of corn, you buy a bushel of corn).

(3) Get rid of the minimum units of ore to refine. I get tired of the random partial stacks of every type of ore that I've ever mined in my career. Point (2) would help with this.

(4) Make is so you can see how much damage a crystal has in the normal inventory, without have to put it into a laser.
Tsunamicom
Deep Core Mining Inc.
Caldari State
#58 - 2013-09-26 18:39:41 UTC
I would like to see the 'health' of the asteroids with colors in progress bar format (similar look to scan strength when probing). Red for low health (already being mined) and Green for full. Maybe also make them fade-flash on the scan menu when someone is mining them also.
criativa
Zugleich Techniken
#59 - 2013-10-07 16:54:51 UTC  |  Edited by: criativa
As Rubicon introduces some new types of player-owned structures, would it be too much to ask for a deployable Survey Scanner (DSS) that continuously scans asteroids and report that information to the fleet?

This structure could have the following features/limitations:

  • Scan asteroids every n seconds and update the list on some kind of fleet window;
  • Can be set to tag (or color in Overview) asteroids based on some options/patterns like type, volume, quantity of ore inside, etc;
  • Can be retrieved with Tractor Beams. This also means they could be anchored (and remotely unanchored by owner) so that other players can't pull your DSS;
  • Can be boosted by other ships to increase scan range and/or decrease scan interval. This could be a new type of sensor link module;
  • Be expensive;
  • Have a higher scan interval, but also higher scan range;
  • Have a big enough size so that only Industrial, and Industrial Command, Ships can deploy it.



Edit: updated limitations.
BogWopit
Star Frontiers
Brotherhood of Spacers
#60 - 2013-10-07 17:24:54 UTC  |  Edited by: BogWopit
Not a big miner but something which may add to collaboration:

Module for the orca/rorqual, similar to that of a survey scanner, let's call it an asteroid information nexus. As a base it can have 3 clients which subscribe to it (plus x amount per industrial command skill) plus any ship specific bonuses, plus some for the orca, plus more for the rorqual.

Another module, let's call it asteroid information client. For use on mining barges and exhumers. These client mods subscribe to the nexus and in return the roids they are currently targeting get something akin to hp indicators.

Takes the load off the mining foreman managing individual miners, leaving them to concentrate on the logistics of the whole operation.

Ship changes to max locked targets, slot layouts, cap etc etc.

Cheers

B

Edit, just read mikes post a few up from mine, v.similar. Doh!