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CCP Any changes to Mining for Winter 2012?

First post First post
Author
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#141 - 2011-10-27 02:24:39 UTC
As to making Mining more interactive, I really hope CCP does something akin to "mixed" asteroids as it does stretch credibility that asteroids are 100% one type or another.

Here is how I'd like to see it done:

Example 1)
Larger than now asteroids composed of:
65% Veldspar
25% Pyroxes
5% Omber
5% Kernite

Now if you mine the Kernite first, you will at most get 1% (1/5th), same is true for the Omber.
If you mine the Pyroxes first, you get 5% of it,
if you mine the Veldspar you get it all ( or a lot of it).

Essentially you need to mine it in a way that you can maximize the output of the ore. This idea would allow new players to join in mining and mine the veldspar ahead of the "better" mining vessels, etc.

Thoughts?

AG
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Nick Bison
Bison Industrial Inc
Cat Scratch Fevers
#142 - 2011-10-27 02:43:55 UTC  |  Edited by: Nick Bison
Some odd ideas:
1. Leave belts as they are in +0.7 to 1.0 systems as new players need to get their feet wet and learn the game some.
2. In all other systems, -1.0 all the way to +0.6 move all belts, including ICE to Grav sites that have to be scanned out daily.
3. in the +0.5 & 0.6 grav-belts, add cruiser sized rats, just to make it interesting.
4. Oh, and with the addition of the new Pocket Battleship class (Tier 3 BCs) add a significant buff to Exhumers HPs.

Nothing clever at this time.

Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#143 - 2011-10-27 02:45:14 UTC
Nick Bison wrote:
Some odd ideas:
1. Leave belts as they are in +0.7 to 1.0 systems as new players need to get their feet wet and learn the game some.
2. In all other systems, -1.0 all the way to +0.6 move all belts, including ICE to Grav sites that have to be scanned out daily.
3. in the +0.5 & 0.6 grav-belts, add cruiser sized rats, just to make it interesting.
4. Oh, and with the addition of the new Pocket Battleship class (Tier 3 BCs) add a significant buff to Exhumers HPs.


Exhumers should have MUCH larger shields, period.
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Elanor Vega
Native Freshfood
Minmatar Republic
#144 - 2011-10-27 07:27:11 UTC  |  Edited by: Elanor Vega
Sirius Cassiopeiae wrote:
p.s.

one thought fell on my mind reading post few posts up...
why are there names of ores in overview???
why names of ores we can see at all???
make it so that we must visual distinguish which ore is which in space and mine them like this...
miners know what veldspar looks like in space, equip strip miner with proper mining crystal it...
botts cant see in 3D graphic (in space) which roid is which ore... and they could use only T1 miners that dont use crystals because that... less ore for botts... and we could easier distinguish botts...

and if you want afk mine
CCP can help ppl to afk (more or less) mine by one simple thing... make that mining ship can lock more roids... that way ppl can visualy see what ores they want to mine, lock it and then afk mine for a little till you dont kill that roids...



i think this would work very well against botts and botting.
and make mining more interactive!
Avila Cracko
#145 - 2011-10-27 10:47:00 UTC  |  Edited by: Avila Cracko
Gheng Kondur wrote:
Avila Cracko wrote:
Gheng Kondur wrote:
Avila Cracko wrote:
to update list of that guy before:

- make belts so that you must scan them... i dont think botts can do scanning very well... (maybe add some more statics on scans too so that you must have brain to see its only static)
- static belts have only very small roids for new players... (strips dont have use if it)
- when you left scanned belt its gone... you must scan again...
- make roid stealing criminal act so you can shoot that person - botts dont see what roid you mine...
- make fleeting with other players and making real ops more rewarding then solo mining (orca boost better) - botts dont fleet
- Boost rats - botts have more problems with defending themself then real people, and it would be more involving.


for 1, well I already do that, it's called grav sites. But more with basic ore would make it work.
for 2, good call,
for 3, no thanks, why would it just vanish when not mined out
for 4, would work better if you staked your claim on the field you scan down
for 5, ok, but remember the loan miners
for 6, escalation would be better. Those unthinking bots that sit and tank should find themselves being swarmed as the word goes out that the pirates have found somebody asleep. Couple of high sec rats easily tanked, but more and better as they swarm, and bye bye bot hulk.

For other comments about micro games etc., I already have that, it's called goon spotting and I don't need anything distracting me from that



thnx for responce...

about 1st.
that is the point... all larger roids (all ores that can be in that system) are in grav sites.

about 2nd.
Thnx.

about 3rd.
Thats because i was thinking about botters... bot user can scan down many belts in the morning and then make bot to mine in them all day... this way you need to scan... or mine with friend so that you can keep belt alive... (i dont think about dead as soon as you warp out... but dead some time (10 minutes or so) so that if you just want to unload and warp back... you can)

about 4th.
there need some work to be done on that sugestions so that ppl that want easy kills dont exploit that systems.

about 5th.
i dont think about making it that you can only mine in fleet but a little more boost would help and would show players the way to socialisation (this is MMO)

about 6th.
a little boost (maybe scram) and escalation would be the best... every mining ship can use drones that easily kill rats.


Getting there, few points to iron out but for bots, but we would need some ccp input there. Any timing would also help bots if they stay after initial scan down work, but needed or miners will spend more time scanning than mining, particularly solos.

It would take somebody with more technical knowledge than me to beat the bot AI without making that getting in the way of mining.

As long as we keep low yield fields for noobs in their frigs, and a lot less than are currently static, should create a good base for a change. Think we need ICE only in grav sites though to stop the major bot grinds there too


About timing... yea it would help botts but they cant scan 6 belts and then mine 1st, then 2nd, 3rd... because all will be gone 10 minutes after scanned down... and 1 belt cant sustain hulk(s) so that they mine for very long time... so botter would have to be by the pc and scan every time their bot is changing the belt.... so no botting for hours and hours without human intervention...
and to player 10 minutes is ok for dock, unload, undock if he mines solo.

and there only is point 4 to do serious work on it...

i think this all would help mining A LOT!
and i think its easy to implement in the game.


Can we have Dev opinion please???

truth, the whole truth and nothing but the truth.

Crucis Cassiopeiae
Ministry of War
Amarr Empire
#146 - 2011-10-27 11:50:21 UTC
bump for goood ideas.

Vote Issler Dainze for CSM7! http://community.eveonline.com/council/voting/Vote.asp?c=470 

Imryn Xaran
Coherent Light Enterprises
#147 - 2011-10-27 13:05:59 UTC
Reading through this thread it has struck me that there are many different suggestions for how to make mining more interactive, and even (god forbid) interesting.

I foresee two problems with this:

1. Miners don't actually want to interact with the game, they want to switch on their strip miners and then watch TV or read a book.
2. Mining ships are already easy targets for gankers, and if the player has to actually concentrate on the actual mining process they will be even easier targets.

I suggest that we need a bigger change if we want to eliminate bots and "fix" mining. I suggest that we get a new type of POS, a "Mining Platform". This structure would be broadly similar to a normal POS but can only be anchored in proximity to an asteroid belt. It can be fitted with a variety of different modules for mining, also for refining etc, and most importantly with shields and guns. Effectively, an all in one industrial platform for harvesting fixed belts. The player would just have to ensure it was regularly refueled and the finished products were regularly removed to keep it operational. It would be expensive to buy and fit, time consuming to keep it supplied, and there would only be one allowed per fixed belt, so competition would be fierce. War decs would be made to eliminate a competitors platform - mercs would be hired etc.

This would eliminate mining bots completely; it would allow the market to remain supplied with base minerals from a player driven source; and it would provide a reason for organised conflict throughout the EVE universe.

The guys who actually LIKE staring at rocks will be unhappy with this idea, but they will still be able to do their thing - just not in the static belts.

The guys who like suicide ganking miners will be unhappy with this idea, but they can still do their thing - they just have to look a bit harder for the targets. And who knows, they might see a mining POS as the ultimate suicide gank challenge.
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#148 - 2011-10-27 13:07:37 UTC
Imryn Xaran wrote:
Reading through this thread it has struck me that there are many different suggestions for how to make mining more interactive, and even (god forbid) interesting.

I foresee two problems with this:

1. Miners don't actually want to interact with the game, they want to switch on their strip miners and then watch TV or read a book.
2. Mining ships are already easy targets for gankers, and if the player has to actually concentrate on the actual mining process they will be even easier targets.

I suggest that we need a bigger change if we want to eliminate bots and "fix" mining. I suggest that we get a new type of POS, a "Mining Platform". This structure would be broadly similar to a normal POS but can only be anchored in proximity to an asteroid belt. It can be fitted with a variety of different modules for mining, also for refining etc, and most importantly with shields and guns. Effectively, an all in one industrial platform for harvesting fixed belts. The player would just have to ensure it was regularly refueled and the finished products were regularly removed to keep it operational. It would be expensive to buy and fit, time consuming to keep it supplied, and there would only be one allowed per fixed belt, so competition would be fierce. War decs would be made to eliminate a competitors platform - mercs would be hired etc.

This would eliminate mining bots completely; it would allow the market to remain supplied with base minerals from a player driven source; and it would provide a reason for organised conflict throughout the EVE universe.

The guys who actually LIKE staring at rocks will be unhappy with this idea, but they will still be able to do their thing - just not in the static belts.

The guys who like suicide ganking miners will be unhappy with this idea, but they can still do their thing - they just have to look a bit harder for the targets. And who knows, they might see a mining POS as the ultimate suicide gank challenge.


I completely disagree with you here. Those who can stand mining do it semi-afk. Those who wanted to mine quit.
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Severian Carnifex
#149 - 2011-10-27 14:30:13 UTC
Avila Cracko wrote:
Gheng Kondur wrote:
Avila Cracko wrote:
Gheng Kondur wrote:
Avila Cracko wrote:
to update list of that guy before:

- make belts so that you must scan them... i dont think botts can do scanning very well... (maybe add some more statics on scans too so that you must have brain to see its only static)
- static belts have only very small roids for new players... (strips dont have use if it)
- when you left scanned belt its gone... you must scan again...
- make roid stealing criminal act so you can shoot that person - botts dont see what roid you mine...
- make fleeting with other players and making real ops more rewarding then solo mining (orca boost better) - botts dont fleet
- Boost rats - botts have more problems with defending themself then real people, and it would be more involving.


for 1, well I already do that, it's called grav sites. But more with basic ore would make it work.
for 2, good call,
for 3, no thanks, why would it just vanish when not mined out
for 4, would work better if you staked your claim on the field you scan down
for 5, ok, but remember the loan miners
for 6, escalation would be better. Those unthinking bots that sit and tank should find themselves being swarmed as the word goes out that the pirates have found somebody asleep. Couple of high sec rats easily tanked, but more and better as they swarm, and bye bye bot hulk.

For other comments about micro games etc., I already have that, it's called goon spotting and I don't need anything distracting me from that



thnx for responce...

about 1st.
that is the point... all larger roids (all ores that can be in that system) are in grav sites.

about 2nd.
Thnx.

about 3rd.
Thats because i was thinking about botters... bot user can scan down many belts in the morning and then make bot to mine in them all day... this way you need to scan... or mine with friend so that you can keep belt alive... (i dont think about dead as soon as you warp out... but dead some time (10 minutes or so) so that if you just want to unload and warp back... you can)

about 4th.
there need some work to be done on that sugestions so that ppl that want easy kills dont exploit that systems.

about 5th.
i dont think about making it that you can only mine in fleet but a little more boost would help and would show players the way to socialisation (this is MMO)

about 6th.
a little boost (maybe scram) and escalation would be the best... every mining ship can use drones that easily kill rats.


Getting there, few points to iron out but for bots, but we would need some ccp input there. Any timing would also help bots if they stay after initial scan down work, but needed or miners will spend more time scanning than mining, particularly solos.

It would take somebody with more technical knowledge than me to beat the bot AI without making that getting in the way of mining.

As long as we keep low yield fields for noobs in their frigs, and a lot less than are currently static, should create a good base for a change. Think we need ICE only in grav sites though to stop the major bot grinds there too


About timing... yea it would help botts but they cant scan 6 belts and then mine 1st, then 2nd, 3rd... because all will be gone 10 minutes after scanned down... and 1 belt cant sustain hulk(s) so that they mine for very long time... so botter would have to be by the pc and scan every time their bot is changing the belt.... so no botting for hours and hours without human intervention...
and to player 10 minutes is ok for dock, unload, undock if he mines solo.

and there only is point 4 to do serious work on it...

i think this all would help mining A LOT!
and i think its easy to implement in the game.


Can we have Dev opinion please???



Someone stole my ideas P
nice to see ppl like them and work on them. Smile

i like them a lot and would like to see them in game.

I would like to see CCP response on this ideas and on this whole subject, so if any CCP Dev have some time to spare for miners, we would appreciate it.
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#150 - 2011-10-27 14:57:43 UTC
I'm not a miner... can't stand it... but things that would be interesting:

comets that yield ice, and move- you have to keep up with them

"veins" of different ore in one roid. requires more interaction to pick the vein and adjust the crystal. Sure a bot might be able to eventually use this but it's not as easy.

The market needs to be adjusted to encourage mining.. to HIGHLY encourage it.

The days of corporate mining ops are gone... removing mineral drops will help as well as modifying the refining tables for mission loot.

Sure, trit and other min prices will go up but maybe it'll slow down cap production.

higher min prices also encourage smaller ships, more T1 mods, more at stake in combat (less "disposable" ships)

Not a diplo. 

The above post was edited for spelling.

David Grogan
University of Caille
Gallente Federation
#151 - 2011-10-27 15:21:24 UTC  |  Edited by: David Grogan
Vincent Gaines wrote:
I'm not a miner... can't stand it... but things that would be interesting:

comets that yield ice, and move- you have to keep up with them

"veins" of different ore in one roid. requires more interaction to pick the vein and adjust the crystal. Sure a bot might be able to eventually use this but it's not as easy.

The market needs to be adjusted to encourage mining.. to HIGHLY encourage it.

The days of corporate mining ops are gone... removing mineral drops will help as well as modifying the refining tables for mission loot.

Sure, trit and other min prices will go up but maybe it'll slow down cap production.

higher min prices also encourage smaller ships, more T1 mods, more at stake in combat (less "disposable" ships)


i'd like to see comets that give all 4 types of isotopes not just the regional type.

i'd also like to see huge megaroids in deadspace where you can build and attach a mining colony to it......... it then stays attached for upto 30 days slowly mining away until the megaroid is depleted of all types of minerals.

the total yield and rate of extraction could be determined by skills of the guy that anchored it.

cue skill: Mining Colony Management (prerequisite is anchoring 5)

It like the customs offices should be vunerable to attack from players and it would carry a reinforcement timer option too.

Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless you are from china, Buy locally produced goods and help create more jobs.

Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#152 - 2011-10-27 15:22:44 UTC
David Grogan wrote:
Vincent Gaines wrote:
I'm not a miner... can't stand it... but things that would be interesting:

comets that yield ice, and move- you have to keep up with them

"veins" of different ore in one roid. requires more interaction to pick the vein and adjust the crystal. Sure a bot might be able to eventually use this but it's not as easy.

The market needs to be adjusted to encourage mining.. to HIGHLY encourage it.

The days of corporate mining ops are gone... removing mineral drops will help as well as modifying the refining tables for mission loot.

Sure, trit and other min prices will go up but maybe it'll slow down cap production.

higher min prices also encourage smaller ships, more T1 mods, more at stake in combat (less "disposable" ships)


i'd like to see comets that give all 4 types of isotopes not just the regional type.

i'd also like to see huge megaroids in deadspace where you can build and attach a mining colony to it......... it then stays attached for upto 30 days slowly mining away until the megaroid is depleted of all types of minerals.

It like the customs offices should be vunerable to attack from players and it would carry a reinforcement timer option too.

+10

also see my links, I really like the mining colony idea.
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#153 - 2011-10-27 15:43:12 UTC
David Grogan wrote:
[quote=Vincent Gaines]i'd also like to see huge megaroids in deadspace where you can build and attach a mining colony to it......... it then stays attached for upto 30 days slowly mining away until the megaroid is depleted of all types of minerals.

the total yield and rate of extraction could be determined by skills of the guy that anchored it.

cue skill: Mining Colony Management (prerequisite is anchoring 5)

It like the customs offices should be vunerable to attack from players and it would carry a reinforcement timer option too.



Remove the reinforcement timer idea though. make the colonies cheap-ish (like 100mil) but production shouldn't get out of hand- it is, in a sense, afk mining and would still flood the market with minerals.

How frequent would these "megaroids" be? Where would the be located? Hisec? I see the tie-in with PI but I fear it might do mroe harm than good to the economy.

Not a diplo. 

The above post was edited for spelling.

Lharanai
Fools of the Blue Oyster
#154 - 2011-10-27 15:56:07 UTC  |  Edited by: Lharanai
Another Idea, maybe stupid as I have no experience with bots and I think you can write a macro to counter that.

1. as mentioned by a lot of other persons, make scanning a prerequisite to find good belts

2. make these belts mobile, yes they move and you would have to follow. To be fair they should not move faster than a exhumer.

scanning in the morning, bookmark? Ups, they are not longer there. It would make mining also more interactive and gankers would have to search for prey not only to warp to the next belt.

Edit* I think then you also have to make exhumers faster, otherwise the belts would move to slow, but would a speed buff be so unbalanced???

Seriously, don't take me serious, I MEAN IT...seriously

Igualmentedos
Perkone
Caldari State
#155 - 2011-10-27 16:10:36 UTC
Apollo Gabriel wrote:
Nick Bison wrote:
Some odd ideas:
1. Leave belts as they are in +0.7 to 1.0 systems as new players need to get their feet wet and learn the game some.
2. In all other systems, -1.0 all the way to +0.6 move all belts, including ICE to Grav sites that have to be scanned out daily.
3. in the +0.5 & 0.6 grav-belts, add cruiser sized rats, just to make it interesting.
4. Oh, and with the addition of the new Pocket Battleship class (Tier 3 BCs) add a significant buff to Exhumers HPs.


Exhumers should have MUCH larger shields, period.


I don't see why they decided to give industrial ships weak ass tanks. If I'm paying 200 some million ISK for a lame mining ship it better have a decent tank.
Serial Chi
White Knights of Equestria
#156 - 2011-10-27 16:12:20 UTC
Apollo Gabriel wrote:
David Grogan wrote:
Vincent Gaines wrote:
I'm not a miner... can't stand it... but things that would be interesting:

comets that yield ice, and move- you have to keep up with them

"veins" of different ore in one roid. requires more interaction to pick the vein and adjust the crystal. Sure a bot might be able to eventually use this but it's not as easy.

The market needs to be adjusted to encourage mining.. to HIGHLY encourage it.

The days of corporate mining ops are gone... removing mineral drops will help as well as modifying the refining tables for mission loot.

Sure, trit and other min prices will go up but maybe it'll slow down cap production.

higher min prices also encourage smaller ships, more T1 mods, more at stake in combat (less "disposable" ships)


i'd like to see comets that give all 4 types of isotopes not just the regional type.

i'd also like to see huge megaroids in deadspace where you can build and attach a mining colony to it......... it then stays attached for upto 30 days slowly mining away until the megaroid is depleted of all types of minerals.

It like the customs offices should be vunerable to attack from players and it would carry a reinforcement timer option too.

+10

also see my links, I really like the mining colony idea.



Mining colonies are already in the game. Its under industry: Planetary Interaction.
Takamori Maruyama
Ministry of War
Amarr Empire
#157 - 2011-10-27 16:15:10 UTC
Igualmentedos wrote:
Apollo Gabriel wrote:
Nick Bison wrote:
Some odd ideas:
1. Leave belts as they are in +0.7 to 1.0 systems as new players need to get their feet wet and learn the game some.
2. In all other systems, -1.0 all the way to +0.6 move all belts, including ICE to Grav sites that have to be scanned out daily.
3. in the +0.5 & 0.6 grav-belts, add cruiser sized rats, just to make it interesting.
4. Oh, and with the addition of the new Pocket Battleship class (Tier 3 BCs) add a significant buff to Exhumers HPs.


Exhumers should have MUCH larger shields, period.


I don't see why they decided to give industrial ships weak ass tanks. If I'm paying 200 some million ISK for a lame mining ship it better have a decent tank.


You are paying for the mining efficiency try to imagine a scenario where you dont get ganked for like... 2 weeks and these 2 weeks you ate, slept and mined ore.

The money income will trample the 200 mill that you payed.

Loud and clear...

David Grogan
University of Caille
Gallente Federation
#158 - 2011-10-27 16:19:43 UTC  |  Edited by: David Grogan
Vincent Gaines wrote:
David Grogan wrote:
[quote=Vincent Gaines]i'd also like to see huge megaroids in deadspace where you can build and attach a mining colony to it......... it then stays attached for upto 30 days slowly mining away until the megaroid is depleted of all types of minerals.

the total yield and rate of extraction could be determined by skills of the guy that anchored it.

cue skill: Mining Colony Management (prerequisite is anchoring 5)

It like the customs offices should be vunerable to attack from players and it would carry a reinforcement timer option too.



Remove the reinforcement timer idea though. make the colonies cheap-ish (like 100mil) but production shouldn't get out of hand- it is, in a sense, afk mining and would still flood the market with minerals.

How frequent would these "megaroids" be? Where would the be located? Hisec? I see the tie-in with PI but I fear it might do more harm than good to the economy.


a single reinforcement timer would be necessary to allow owners a chance to defend their mining colonies

but that said all mining colony structures eggs (500,000m3) require a freighter to deploy (opportunity for pirates to gank more)

High sec megaroids

limited to 0.7 -> 0.5 sec max total yield over a 30 day period 5,000,000m3 per colony max number spawned per system 5

50% veldspar 25% scordite 10% plagioclase 7.5% omber, 7.5% pyroxeres

Corp Faction standing required 5.0 for 0.5 sec sytems 6.0 for 0.6 sec systems 7.0 for 0.7 sec systems

requires pos fuels & a group of miners (item exists - currently a mission item but they could become items to buy n sell on market) to maintain, requires strontium for reinforcement timer

high sec mining colony structure stats
10,000,000 Shield HP (all resist types @ 50%)
2,500,000 Armor HP (all resist types @ 40%)
2,000,000 Structure HP (all resist types @ 30%)

Low sec megaroids

limited to 0.4 -> 0.1 sec max total yield over a 30 day period 25,000,000m3 per colony max number spawned per system 10

28% veldspar 20% scordite 10% plagioclase, omber, & pyroxeres, 4% Jaspet, Gneiss, Spodmanium, Hemorphite & Hedbergite 1% Dark Ocher & Crokite

requires pos fuels & a group of miners (item exists - currently a mission item but they could become items to buy n sell on market) to maintain, requires strontium for reinforcement timer

low sec mining colony structure stats
40,000,000 Shield HP (all resist types @ 50%)
10,000,000 Armor HP (all resist types @ 40%)
10,000,000 Structure HP (all resist types @ 30%)

can have upto of 5 medium or 10 small pos guns anchored in range (no ewar mods though)

Null sec megaroids (NPC null sec)

limited to 0.0 sec or lower, max total yield over a 30 day period 50,000,000m3 per colony max number spawned per system 10

24% veldspar 15% scordite 10% plagioclase, omber, & pyroxeres, 5% Jaspet, Gneiss, Hemorphite & Hedbergite 2% Spodmanium, Dark Ocher, Crokite, Bistot, & Arkonor, 1% Mercoxit

requires pos fuels & a group of miners (item exists - currently a mission item but they could become items to buy n sell on market) to maintain, requires strontium for reinforcement timer

npc null sec mining colony structure stats
75,000,000 Shield HP (all resist types @ 50%)
25,000,000 Armor HP (all resist types @ 40%)
20,000,000 Structure HP (all resist types @ 40%)
A Corp Faction standing of 6.0 to the NPC faction that owns the region will give a 25% reduction in fuel costs)
can have upto of 5 medium or 10 small pos guns anchored in range (no ewar mods though)

Null sec megaroids (SOV Nullsec)

limited to 0.0 sec or lower, max total yield over a 30 day period 75,000,000m3 per colony max number spawned per system 5 per level of i-hub industry upgrade.

24% veldspar 15% scordite 10% plagioclase, omber, & pyroxeres, 5% Jaspet, Gneiss, Hemorphite & Hedbergite 2% Spodmanium, Dark Ocher, Crokite, Bistot, & Arkonor, 1% Mercoxit

requires pos fuels & a group of miners (item exists - currently a mission item but they could become items to buy n sell on market) to maintain, requires strontium for reinforcement timer

sov null sec mining colony structure stats
75,000,000 Shield HP (all resist types @ 50%)
25,000,000 Armor HP (all resist types @ 40%)
20,000,000 Structure HP (all resist types @ 40%)
bonus to sov holders = requires 50% less fuels to maintain
can have a upto 5 medium or 10 small pos guns anchored in range (no ewar mods though)

After the 30 days expire

if the mining colony survives 30 days the megaroid becomes barren and the colony structure & guns auto-unanchor and is vunerable to be 1. stolen (needs a freighter to scoop and move) or 2. be destroyed without having a reinforcement cycle.

mining colony eggs are made from PI & ore minerals much like the new customs offices will be. a mining colony should cost around the 200mil mark per egg

Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless you are from china, Buy locally produced goods and help create more jobs.

Zleon Leigh
#159 - 2011-10-27 17:01:24 UTC
Miners should be able to build outposts from raw roids, not mined material. They had to come from somewhere, right? Either block assembly of carved out chunks or maze tunneling of massive rocks (which sounds like a minigame).

Incarna - Newest business example of mismanaged capital. CCP - Continuing to gank independent PI producers every day

PvP's latest  incentive program ** Unified Inventory **  'Cause you gotta kill something after trying to use it

Gheng Kondur
Serva Fidem
#160 - 2011-10-27 17:15:29 UTC
I like the idea of a mining colony, but the egg should fit in jump freighter, in low sec it would be nice to make the field semi-perm and recharge on dt for a few months, so the field can be mined out over time. That would get nomadic mining corps out wandering low sec with a base than can provide some protection and a base to work and live in for the time.

Would probably be easier to respawn the grav site every dt though to fit with current mechanics and sov sites.

I'd be looking for corp mates to run that as proper industrial mining work.