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[April] Ore, Mineral and Nullsec Mining Anomaly Revamp

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Spugg Galdon
Federal Navy Academy
Gallente Federation
#321 - 2015-04-18 07:27:15 UTC
Eodp Ellecon wrote:
Spugg Galdon wrote:



This is because NPC's shouldn't drop complete components. They should drop "parts" which are then used in conjunction with T1 components and BPC's acquired from data sites to build meta modules.
Then it's really easy to balance the cost of meta modules as you just tweak the supply of parts dropped from rats.
The daft thing is, we already have all the items in game (more or less) to do this. There are mechanical parts, electrical parts (all those really low value items in relic/data sites) etc etc. The list is very long.

This would fix data sites (as they're currently rubbish) and give a massive expansion to industry.






Gewd Lawd don't make T1 production a logistical charade like T2.

Yes, Data sites loot table still suck and having Jury Rigging or Racial Encryption skill books is prime example. But the number of people who do exploration would never ever keep up with demands. We're talking in this thread about the proportion and activity of mining to the point of trying to encourage it as a viable activity and many, many more people mine than Explore.

Yes module drop value improvement would be nice.

A) Give them mineral buff akin to the new T1 build requirements.

And/or

B) Make meta choices significant and varied, even slightly dramatically so.

While we're at it - one day it would be nice to have Rigs have better stats than modules since they are perma-installled. To keep it in context and ridiculous proposal would be to have T1 Rig as is, meta Rig with better stats (T1 rig + mineral) and all T2 rigs stats should exceed non-deadspace module by 10-15%.

But none of this is out of the realm since EVE-CCP has indicated they'd like players to be able to build Everything in EVE. So some modules (even multiples in combo) down the line are likely to be Faction build requirements. In which case most module drops are 'as is' at the time with a percentage might contain components for Faction builds.


This wouldn't create a logistical nightmare for T1 meta production. It would actually solve the stupid supply and demand balance we have now.
In my proposal, not rats would drop "parts" equal to the amount required to build the meta module they would have dropped. These parts would be used in combination of a T1 module plus BPC gained from a data site to build the meta module desired.
As the meta modules would share "common" parts what you build would be almost entirely your choice provided you have the BPC.
Different sized Meta modules would all be built from the same parts pool and just require more (similar to current T1 production with minerals).

This would allow the value of meta modules to be controlled easily as it would simply be T1 module + parts + BPC = meta module

The supply of parts would be the same as the current supply of meta modules (harvested from looting wrecks).

Would this not give us a real way to produce meta modules, buff data sites to be damn right useful, and buff industry as a whole?
The BPC's of meta modules would be high run copies to prevent bottle necks.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#322 - 2015-04-18 08:50:41 UTC
Spugg Galdon wrote:


This wouldn't create a logistical nightmare for T1 meta production. It would actually solve the stupid supply and demand balance we have now.
In my proposal, not rats would drop "parts" equal to the amount required to build the meta module they would have dropped. These parts would be used in combination of a T1 module plus BPC gained from a data site to build the meta module desired.
As the meta modules would share "common" parts what you build would be almost entirely your choice provided you have the BPC.
Different sized Meta modules would all be built from the same parts pool and just require more (similar to current T1 production with minerals).

This would allow the value of meta modules to be controlled easily as it would simply be T1 module + parts + BPC = meta module

The supply of parts would be the same as the current supply of meta modules (harvested from looting wrecks).

Would this not give us a real way to produce meta modules, buff data sites to be damn right useful, and buff industry as a whole?
The BPC's of meta modules would be high run copies to prevent bottle necks.


I've proposed the same thing before but from a buffing explo and industry direction. If people still want to refine something let them grind up the parts instead.
Querns
Science and Trade Institute
Caldari State
#323 - 2015-04-18 12:23:00 UTC
Maldiro Selkurk wrote:


We in nullsec despite having ludicrous amounts of ISK will trump on about or need for even more ridiculous amounts ISK because CCP buys this load of crap so why not keep on using it.

Oh, almost forgot about the miners aren't recruited because they don't contribute to defense and industrials are whiny comment.

What you meant was you cannot stop your impulsive need to shoot defenseless industrial ships and are incompetent at running a corporation.

Btw, those ships you are using to defend your "space-farm" could be made by the industrials you cannot competently manage and the miners you refuse to recruit.

You're pretty uninformed about the nature of nullsec isk making. Mining is what we call "bottom-up isk," which means that line members keep the bulk of the isk made and only a small amount is reaped by the alliance through taxation. This isk is mostly just to offset the 80b isk each it costs to raise up nullsec refineries and manufacturing outposts.

You're also wrong about recruiting industrialists and miners. There's no need to recruit individuals who only do industry or mining because PVPers have alts that can do the job just as well. A dedicated industry main offers zero advantage over a PVPer's alt. The usufruct of our space is reserved only to assist PVPers in making money so they can continue to contribute militarily.

Hell — I am a nullsec industrialist on my alts. I make fuel blocks with local materials and take part in the T2 production chain. However, unlike a dedicated industrialist, I also have a supercarrier which is currently deployed to our warfront, prosecuting and bringing to heel the enemies of the state. To my alliance, I am at once equally effective as a dedicated industrial character and significantly more useful for my military prowess.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Eodp Ellecon
Center for Advanced Studies
Gallente Federation
#324 - 2015-04-18 17:51:49 UTC  |  Edited by: Eodp Ellecon
Spugg Galdon wrote :

"This wouldn't create a logistical nightmare for T1 meta production. It would actually solve the stupid supply and demand balance we have now.

In my proposal, not rats would drop "parts" equal to the amount required to build the meta module they would have dropped. These parts would be used in combination of a T1 module plus BPC gained from a data site to build the meta module desired.
As the meta modules would share "common" parts what you build would be almost entirely your choice provided you have the BPC.

Different sized Meta modules would all be built from the same parts pool and just require more (similar to current T1 production with minerals).

This would allow the value of meta modules to be controlled easily as it would simply be T1 module + parts + BPC = meta module

The supply of parts would be the same as the current supply of meta modules (harvested from looting wrecks).

Would this not give us a real way to produce meta modules, buff data sites to be damn right useful, and buff industry as a whole?
The BPC's of meta modules would be high run copies to prevent bottle necks."






First, this part of the discussion spun off the fact someone asked if existing modules were going to get a proportionate buff in mineral content as the new specs about to occur - a very valid question.

Second, I think using the terms 'meta module' here in context with T1 causes confusion. With out meaningful development - significant variation of attributes - of the full meta module spread for all modules we put the cart before the horse.

If you are ONLY referring to Faction, Deadspace and Officer modules - I think this is somewhat an eventuality that Exploration and Escalations will be tied to loot drops. If you are talking about anything below T2 then it's just adding complexity to production for the sake of buffing Exploration or mission loot.

While the ore composition rebalance - whereby supposed Rare Ores output values had crashed below value of the most common ores in space, even Veldspar - shows a game supply side problem. The module value was an intentional nerf by EVE-CCP by reducing the Scrap Metal skill in half.

It is compounded by peoples disinterest or knowledge as to potential value to modules so they dump them on market creating arbitrage opportunities for Trade. This is not a game supply side problem. It's a problem of interest and time value.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#325 - 2015-04-18 18:00:22 UTC
Querns wrote:

Reading between the lines:

We don't care about dedicated miners and industrialists
We view it as a necessary evil
We just do what we need to in support of the alliance and couldn't care less otherwise


By this thinking they should have buffed industryin hisec instead where people would actually appreciate the changes! Blink
Rowells
Blackwater USA Inc.
Pandemic Horde
#326 - 2015-04-18 18:24:57 UTC
Corraidhin Farsaidh wrote:
Querns wrote:

Reading between the lines:

We don't care about dedicated miners and industrialists
We view it as a necessary evil
We just do what we need to in support of the alliance and couldn't care less otherwise


By this thinking they should have buffed industryin hisec instead where people would actually appreciate the changes! Blink

I'm not sure what lines you're reading between there.
Querns
Science and Trade Institute
Caldari State
#327 - 2015-04-18 19:48:56 UTC
Corraidhin Farsaidh wrote:
Querns wrote:

Reading between the lines:

We don't care about dedicated miners and industrialists
We view it as a necessary evil
We just do what we need to in support of the alliance and couldn't care less otherwise


By this thinking they should have buffed industryin hisec instead where people would actually appreciate the changes! Blink

Nah. We love industry. We wouldn't have railroaded as much isk into Deklein as we did if we thought industry was bad. It's just that dedicated industrialists add nothing. They don't have some magical, heretofore unobtainable skill amount because anyone can train industrial skills on the alts necessary to have to play this game. They also don't have any secret wisdom to the process because manufacturing is so easy, mechanically speaking. (Thank you Crius!)

Also, what is wrong with wanting to support our alliance? The whole idea of having a player group is to band together for mutual defense and financial gain.

Recruiting dedicated industrialists is basically saying "hey, let's invite a bunch of people whose only ability is to make themselves money, who will flee at the first sign of adversity!"

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Cade Windstalker
#328 - 2015-04-18 20:15:10 UTC
Rick Witham wrote:
Is it possible to introduce a new way to track the m3 mined so that the pilots in null sec can actually know what m3 has been mined in a system and how much more is needed for a certain level?


This sounds like a suggestion for the appropriate Structure thread. Maybe some kind of sensor array mounted on a Mining Platform.
GetSirrus
Imperial Academy
Amarr Empire
#329 - 2015-04-18 20:57:39 UTC
Querns wrote:
You're also wrong about recruiting industrialists and miners. There's no need to recruit individuals who only do industry or mining because PVPers have alts that can do the job just as well.


Querns wrote:
It's just that dedicated industrialists add nothing.


Querns wrote:
Nullsec groups tend not to recruit miners because miners don't actively contribute to the defense of an empire.


Currently null has plenty of ore in belts. The lack of mineral supply is a problem they have created for themselves. So why Fozzie, are you giving them what amounts to welfare to a group that are already outrageously wealthy?

How does this mesh with your sov requirement that mining is integral to defense index? Will that also change to fit the players instead of the players needing to adapt?
Querns
Science and Trade Institute
Caldari State
#330 - 2015-04-18 21:13:26 UTC
GetSirrus wrote:
Querns wrote:
You're also wrong about recruiting industrialists and miners. There's no need to recruit individuals who only do industry or mining because PVPers have alts that can do the job just as well.


Querns wrote:
It's just that dedicated industrialists add nothing.


Querns wrote:
Nullsec groups tend not to recruit miners because miners don't actively contribute to the defense of an empire.


Currently null has plenty of ore in belts. The lack of mineral supply is a problem they have created for themselves. So why Fozzie, are you giving them what amounts to welfare to a group that are already outrageously wealthy?

How does this mesh with your sov requirement that mining is integral to defense index? Will that also change to fit the players instead of the players needing to adapt?

There's actually almost no ore at all in nullsec belts. I understand that it seems like a lot compared to highsec belts, but the amounts truly are insignificant. Highsec manages throughput by having the entirety of empire space available to exploit, where a given nullsec alliance has only one region or less (perhaps even a single system!) to exploit.

Additionally, you're confused about the respawn mechanics of static belts. Currently, if you waddle out into a nullsec system and scan a random belt, you'll observe it at its full state, since no one typically mines static belts. If these belts were mined out completely, it'd take several days for the static belt to regenerate to that amount. This means that the actual sustained amount of ore is much lower, on the order of 1/2 to 1/3rd of what you'd observe.

There is barely enough ore in a given nullsec system's static belts to maintain a Level 1 Industrial index, and even that is contingent on a minimum number of static belts. For Industrial Index to be relevant to defense, ore prospecting sites, spawned by the infrastructure hub, have to exist.

The point of ore prospecting sites is to promote density in nullsec. Allowing more players to make a living in a smaller amount of space lets more people enjoy nullsec, and provides more food for PVPers to feast upon. It's win/win.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Black Romero
Aviation Professionals for EVE
#331 - 2015-04-18 21:14:43 UTC
If I might make a suggestion that I believe applies here in the discussion of nullsec / WH ores and mining in general:


What about the first T3 module(s)?

Specifically a T3 mining laser and a T3 Strip Miner

The whole theme behind T3 is that it can change...why not a T3 mining laser that only requires one type of T3 crystal or no crystal at all and can change to mine all ores that the user has the Ore skill to level 5?

The bonuses from said module would be not having to carry a ton of different crystals.
Maybe increased output (say 1-5%) and the obvious flexibility.

Not to mention I think everyone agrees, that there should always be at least a decent reason to train to a skill to level 5. Ore skills to 5 have never made much sense and even with the recent refining changes, still don't given the 14 day training time per Ore.

With this suggested module, it would give a really good reason to train to level 5. Flexibility, speed, and cargo space and cost savings over time after initial construction (which would of course, require additional T3 parts)

OR

Like many have suggested here (and I agree with strongly) get rid of the dense variations of the ores

and make a T3 mining laser that mines a new denser type of ore called "XYZ-ite" . This denser ore would only be found in null-sec and WH's and would require a T3 miner to get. The mineral mix that would be yielded from said ore would have all the minerals but in the proportions null-sec users use most (from CCP Fozzies numbers).
This composition could, ofc, be modified over time. But suffice of to say, you get something that drives people into nullsec, is easy to export, great to refine, and helps WHolers by making mining anoms actually worth the risk because you get in and out quicker and with a reward EQUAL to the risk since mining anoms are no longer scanned down and very risky.

The lore behind the laser would be that WHole mining drove its development and previously thought useless rocks are now worth something because we have the equipment to do it with.

Anyways - my two cents.

Flame on
Anhenka
Native Freshfood
Minmatar Republic
#332 - 2015-04-18 21:24:50 UTC  |  Edited by: Anhenka
GetSirrus wrote:
Querns wrote:
You're also wrong about recruiting industrialists and miners. There's no need to recruit individuals who only do industry or mining because PVPers have alts that can do the job just as well.


Querns wrote:
It's just that dedicated industrialists add nothing.


Querns wrote:
Nullsec groups tend not to recruit miners because miners don't actively contribute to the defense of an empire.


Currently null has plenty of ore in belts. The lack of mineral supply is a problem they have created for themselves. So why Fozzie, are you giving them what amounts to welfare to a group that are already outrageously wealthy?

How does this mesh with your sov requirement that mining is integral to defense index? Will that also change to fit the players instead of the players needing to adapt?

We don't have a mineral supply problem. At this time, there's no issue getting as huge of a supply of minerals as we desire to our nullsec bases.

The "Outrageously wealthy" part is a bit silly, since most all of the line members I know tend to be eternally broke. We make money in order to lose it PvPing in the defense of our space, the offense of another space, or just plain cause we are bored.

We take moons so we can spend the result on maintaining our space. You know how high the cost gets when you have dozens of towers, dozens of systems, upgrades, stations, JB's, Jammers, etc?

A system with a JB POS costs over a bil a month just in sov fee's + the fuel for the one tower. Even a no station, no upgrades system cost 180 mil a month in upkeep. A mid sized alliance with say a well developed 30 system region is probably paying at least 15-20 Billion a month in sov fee's, and then another 40 or so in fuel costs to keep the jump bridges, Cyno beacons, Jammers, and R32/R64 towers in fuel blocks.

Most or all the r64 income disappears directly back into infrastructure maintenance, depending on infrastructure level and region r64 richness. Not to mention the huge quantity of manhours it takes to collect, process, ship, and sell the processed moongoo.

And then you have the thousands of manhours a month in people defending their space by chasing down and killing neutrals, cleaning out enemy assets nearby, shipping in supplies for the line members, running alliance services like TS, forums, auth tools, etc, etc. A single 2 hour bashing fleet with 100 people is 200 manhours right there. Even at pathetic 25 mil an hour highsec miner wages, that's roughly 5 bil isk in player time expended.

Sometimes someone stronger comes to push your **** in, and you lose everything you can't evac in a hurry, along with the tens of billions of isk of infrastructure and thousands of manhours it took to establish it and for people to get their stuff out to null to make isk with.

And all of this happens before anyone gets to make a single isk ratting or mining.


So when I hear someone complaining about how it's not fair that a ratter in nullsec can make 80 mil an hour solo while a poor empire miner can only make 25-30 half afk, and bitterly complaining every time nullsec gets so much as a minor QoL buff, the response is basically:

Oh **** off.
Albert Spear
Non scholae sed vitae
#333 - 2015-04-18 22:07:25 UTC


Quote:
Please understand that. It has been distorting the mineral supply in the game for years. Null miners DO NOT get to choose what ore they mine, they are spoon fed what to mine by game mechanics.

Suggestion: Prospecting arrays are scriptable. The script tends to cause some types of ore to show up more often that others. Don't make it perfect, but something that allows the players to nudge the ores toward what they need.


This is a ground breaking idea. If the array's were scriptable then it would make mining in Nul a lot more interesting.

Even it the scripts could cause an increase in 1 type of ore and a decrease in another (paired scripts required) it would make a huge difference.
Simon Alfrir
Doomheim
#334 - 2015-04-19 02:21:55 UTC
Anhenka wrote:
GetSirrus wrote:
Querns wrote:
You're also wrong about recruiting industrialists and miners. There's no need to recruit individuals who only do industry or mining because PVPers have alts that can do the job just as well.


Querns wrote:
It's just that dedicated industrialists add nothing.


Querns wrote:
Nullsec groups tend not to recruit miners because miners don't actively contribute to the defense of an empire.


Currently null has plenty of ore in belts. The lack of mineral supply is a problem they have created for themselves. So why Fozzie, are you giving them what amounts to welfare to a group that are already outrageously wealthy?

How does this mesh with your sov requirement that mining is integral to defense index? Will that also change to fit the players instead of the players needing to adapt?

We don't have a mineral supply problem. At this time, there's no issue getting as huge of a supply of minerals as we desire to our nullsec bases.

The "Outrageously wealthy" part is a bit silly, since most all of the line members I know tend to be eternally broke. We make money in order to lose it PvPing in the defense of our space, the offense of another space, or just plain cause we are bored.

We take moons so we can spend the result on maintaining our space. You know how high the cost gets when you have dozens of towers, dozens of systems, upgrades, stations, JB's, Jammers, etc?

A system with a JB POS costs over a bil a month just in sov fee's + the fuel for the one tower. Even a no station, no upgrades system cost 180 mil a month in upkeep. A mid sized alliance with say a well developed 30 system region is probably paying at least 15-20 Billion a month in sov fee's, and then another 40 or so in fuel costs to keep the jump bridges, Cyno beacons, Jammers, and R32/R64 towers in fuel blocks.

Most or all the r64 income disappears directly back into infrastructure maintenance, depending on infrastructure level and region r64 richness. Not to mention the huge quantity of manhours it takes to collect, process, ship, and sell the processed moongoo.

And then you have the thousands of manhours a month in people defending their space by chasing down and killing neutrals, cleaning out enemy assets nearby, shipping in supplies for the line members, running alliance services like TS, forums, auth tools, etc, etc. A single 2 hour bashing fleet with 100 people is 200 manhours right there. Even at pathetic 25 mil an hour highsec miner wages, that's roughly 5 bil isk in player time expended.

Sometimes someone stronger comes to push your **** in, and you lose everything you can't evac in a hurry, along with the tens of billions of isk of infrastructure and thousands of manhours it took to establish it and for people to get their stuff out to null to make isk with.

And all of this happens before anyone gets to make a single isk ratting or mining.


So when I hear someone complaining about how it's not fair that a ratter in nullsec can make 80 mil an hour solo while a poor empire miner can only make 25-30 half afk, and bitterly complaining every time nullsec gets so much as a minor QoL buff, the response is basically:

Oh **** off.


There is no way we make 25-30 an hour solo mining ore in Empire space. I still have some room for improvement but it will not double my income. Ice belts are heavily populated by multi-boxers and are prone to gank attacks. Not too much fun there.

Now the people who actually pay for their subscriptions will be helping you to PLEX your accounts each month while earning less themselves. It just doesn't really add up to me. There is an interconnected economy in place which is working.

BTW, what exactly is the purpose of these threads from the DEV team when they never comment and unlikely even absorb what the players are saying?
Malkiel Ivesse
The Scope
Gallente Federation
#335 - 2015-04-19 04:07:56 UTC
TL;DR version: "You know nothing, Jon Snow."



For those who have never lived in nullsec
ratting with a 14 day old alt account in null = 30 mil/hour, solo with no fleet bonuses in a ship costing under 100 mil total.

mining can't touch that solo, if for no other reason than time spent warping off to grab a combat ship to re clear the battleship rats.
mining could touch that in a group, until you realize that the above numbers are from a completely new character. An actually skilled nullsec ratter can easily earn 40M/hour or more (I've met a few earning 120-160 mil/hour personally)

The problem is that it is more economically feasible to kill rats, buy ore in hisec, have someone ship it out, and build my product than it is for me to mine locally to build my product.

I used to do mining. I honestly find mining, somehow, less likely to make me fall asleep than ratting. That being said, I rat for twice the isk/hour that jetcan mining makes me.

Until a nullsec ore miner without buffs can compete with a ratter for income, ore mining in null will remain strictly the activity of those unwilling or unable to rat. The most valuable ore last time I checked clocked in at 320 isk/m3, and was a lowsec ore (meaning we mined that in preference over null ores, in null) You all know what your lasers can pull and how long your cycles are. figure out your m3 per hour, multiply by 320 and you know what you'd make mining in null right now.
the best hisec ore clocked in at 290 isk/m3, so basically null made 10% more than hisec. Then remember that our rats are far more dangerous than the occasional CODE. agent (not a challenge gents) and realize the benefits of a covetor or hulk are lost by having to warp away to get a combat ship every time the rats appear, meaning a procurer/skiff/mackinaw that can beat the rats becomes the most efficient way to solo mine in null due to reduced travel time.

To those saying "what about mining as a group activity in null?" You get 10+ nullsec pilots together and this thing happens called a "roam" where we go hunting the other team's miners. Basically the moment a decent sized force gathers, pvp happens and that's why I more consider how effective a solo miner is. A gentleman from Goons (Querns) offered his own answers as to why group mining in null isn't really a "thing" earlier in this thread, and it is every bit as valid.


Regarding desires to "increase the values of nullsec ores"
See the above and ask yourself: how far would it have to increase the demand of ores to make them viable against ratting?

Probably to the point of them generating the bottlenecks in hisec industry. That would be bad for the game.


The real problem with mining is accessibility. Since everyone can mine, huge numbers of people do, vastly increasing supply. most cost in T2 production is from moongoo, not minerals. This means that so long as the large pvp fleets are using T2 ships... they're only using 10 mil worth of minerals on a 150 mil ship. That bottlenecks demand.

The only things in null where vast amounts of minerals are lost is capital ships. For mining to become less of a beggar's profession, more capital ships need to die. Along those lines - We all better hope Fozziesov kills caps.

~ The author is probably mining without a permit or joining with other malcontents plotting against The Imperium deep in lawless space. either that or a big fat carebear.
elitatwo
Zansha Expansion
#336 - 2015-04-19 04:54:25 UTC
GetSirrus wrote:
Currently null has plenty of ore in belts. The lack of mineral supply is a problem they have created for themselves. So why Fozzie, are you giving them what amounts to welfare to a group that are already outrageously wealthy?

How does this mesh with your sov requirement that mining is integral to defense index? Will that also change to fit the players instead of the players needing to adapt?


Nah. CCP Fozzie was a goon. The rest I will leave for your imagination to fill..

Anyhow, sad to see that some people don't even get the reasons for being in null in the first place.

Nullsec residents don't need isk, they can create tons of it but that only means there is more of it in the game instead of being removed.

Money is a collection of printed paper and pressed metal disks and the people who collect the most(estest) printed papersheets and pressed metal disks are gooder(er) people, mkay?

Again, nobody in nullsec needs isk only people and a little time.

The poor market and the the poor economy are irrelevant when ship A shoots ship B. So EVE seems to have an identity crises I take it?

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Lim Yoona
#337 - 2015-04-19 04:54:53 UTC
CCP Fozzie wrote:
These changes are intended to make Nullsec more self sufficient then it is currently


This is never gonna happen as long as afk cloaking is a thing. Any system with a hint of industry upgrade/index instantly draws afk cloakers and blops droppers. How about a covert cyno jammer?
Nevyn Auscent
Broke Sauce
#338 - 2015-04-19 09:22:18 UTC
Lim Yoona wrote:

This is never gonna happen as long as afk cloaking is a thing. Any system with a hint of industry upgrade/index instantly draws afk cloakers and blops droppers. How about a covert cyno jammer?

I believe you wish to read the Gates & Observatories thread and watch the fanfest presentation.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#339 - 2015-04-19 10:37:46 UTC
Lim Yoona wrote:
This is never gonna happen as long as afk cloaking is a thing. Any system with a hint of industry upgrade/index instantly draws afk cloakers and blops droppers. How about a covert cyno jammer?

Have a response fleet ready when people mine.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Querns
Science and Trade Institute
Caldari State
#340 - 2015-04-19 11:49:51 UTC
elitatwo wrote:

Nah. CCP Fozzie was a goon. The rest I will leave for your imagination to fill..

Actually, he was from PL. All the devs who were goons are no longer with the company.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.