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Player Features and Ideas Discussion

 
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Diversity in Mining Ships

Author
Lugues Slive
Diamond Light Industries
gold fever
#1 - 2017-05-31 03:07:26 UTC
The first argument I always see when new mining ships are proposed is, “How many ships do you need to shoot something that doesn’t shoot back?” Admittedly, we don’t need the 45 sub-cap ships per 4 standard Factions (not including T3 or indy) or the 3 ships per 7 pirate factions, but it would be nice to have more than 11 ships dedicated to mining. Especially since those ships are so finely broken into “roles” that you really only have 1 or 2 feasible ship per “role”.

Modules

The first step in diversifying mining ships within the game is to fix an issue that has existed since the beginning of Eve. Mining lasers are the only module in the game that give you partial benefit from partial cycles. You can’t stop an arty mid cycle and expect to do partial damage. If you want less damage and faster cycles you switch to autocannons. The same should be true with mining lasers.

Mining Lasers should be designed as close range, short cycle, small yield lasers. They would be ideal for cleaning up remnants in belts or ninja mining in low or null sec. The T2 version of this laser should also be redesigned to match that of the Strip Miner. This will detrimental to Alphas, who would not have access to crystals and would therefore not benefit from T2 Mining Lasers.

Strip Miners should be designed as long range, long cycle, large yield lasers. They would be ideal for clearing larger asteroids. These should also require turret slots so that the ships that use them can have utility highs. The skill requirement for these would also have to be adjusted such that they match what a Mining Laser requires.

Mining Drones should be more like combat drones. They should mine less than the main “weapon” groups, but should automatically mine as long as there are targets. In addition, they should be targeted by belt rats just as combat drones are targeted by mission and anomaly rats.

Ships

Now that we have three distinct “weapon” groups, we can diversify the existing roles to accommodate them.

Ships that specialize in the use of Mining Lasers would have bonuses to cycle time and would have more turret slots. This would make a ship that can still get high, efficient yield while mining smaller asteroids.

Ships that specialize in the use of Strip Miners would have bonuses to yield and keep their limited slots.

Ships that specialize in the use of Mining Drones would have bonuses to drone yield and speed, but would sacrifice most if not all of their high slots.

Each role would follow the typical stat/bonus distribution of the current exhumer setup.

Boosting

To me, boosting has never made much sense in the mining world. Before the removal of OffGB, it required you to carry an alt just to fill the role and make you competitive. With the introduction of OnGB, it now does not scale well with large corp ops in HS, now requiring a separate Orca in each belt. Rather than make boosting a special case for miners again, I would rather see the removal of boosting and the increase in yield of all mining ships as a flat bonus.

The faster cycle time of the mining lasers would have made Mining Equipment Preservation Charges useful, but that bonus could be added to the ships themselves.

Orca

The Orca always came across to me as a catchall ship. At this point it has so many roles that it can’t be too good at any one or risk becoming over powered. Based on the previous comments in this post I would remove boosting and drone mining and instead turn the Orca into a specialized ore hauler. It would keep all the hangers it already has.

Balance

Balance is important to make sure that each ship has a purpose and would be used.

To make Strip Miners more useful than Mining Lasers, Strip Mining ships would generally have a higher yield than Mining Laser ships. This means that where full Strip Miner Cycles are typical, they would generate more yield, but where partial cycles are more typical, they would be less efficient and therefore the Mining Laser ships would have higher effective yield.

Since Mining Drones would have automatic targeting, they need to have some drawbacks. The first major one would be making them prime targets for belt rats. The next would be a slightly lower yield than Mining Lasers (Not as big of a difference as a current Orca vs. a boosted Exhumer). And the last would be the cargo hold reduction, instead of having the Orca with a 50k m3 Ore Bay it would utilize new hulls that are in line with the holds of existing mining ships. And if someone wanted to truly be AFK, they would have to sacrifice 20% of their yield to keep a combat drone active to protect their mining drones.

Conclusion

These changes would allow for 27 ships by my count, not all of the ships would have three variations. This would allow for more diverse fleets, with each role having options for sub-roles and allow for different play styles to have different options without dramatically reducing their effectiveness.
Do Little
Bluenose Trading
#2 - 2017-05-31 08:38:02 UTC
Why 27 ships when the 12 we have are doing a perfectly good job. New Eden is well stocked with minerals which indicates that mining is working.

If it's not working the way you want - consider a different career.
Matthias Ancaladron
Imperial Shipment
Amarr Empire
#3 - 2017-05-31 09:37:01 UTC
Lost me at taking t2 lasers away from alphas.

Things are only to be added on to alphas, not taken away unless they're replaced by something if equal or greater value.
Lugues Slive
Diamond Light Industries
gold fever
#4 - 2017-05-31 14:18:55 UTC
Do Little wrote:
Why 27 ships when the 12 we have are doing a perfectly good job. New Eden is well stocked with minerals which indicates that mining is working.

If it's not working the way you want - consider a different career.


As if on que, the first response mirrors the first line of my post. By this logic CCP should never add any new ships to Eve because everything already "works".

My post is not about it not working, but about giving players more options.
Lugues Slive
Diamond Light Industries
gold fever
#5 - 2017-05-31 14:23:25 UTC
Matthias Ancaladron wrote:
Lost me at taking t2 lasers away from alphas.

Things are only to be added on to alphas, not taken away unless they're replaced by something if equal or greater value.


But I am also adding strip miners and a new hull for them. And if CCP switches some skill points around so Alphas get a level or two of mining drones, it adds another hull.

One complaint I see from Alphas is they only get access to 1 hull.
Cade Windstalker
#6 - 2017-05-31 15:36:46 UTC
Why?

Complexity for the sake of complexity isn't a reason for anything. Just hashing out the number of hulls in the game isn't a good point of comparison, all of the various combat hulls in the game have something unique about them, whether it's the weapon type, the general role and capabilities, or some special module. Those that don't are reworked until they are in some way unique and usable.

Your proposed meta for mining removes one of the only bits of thought that can currently go into mining to improve efficiency, using a scanner to keep tabs on how much rock you're pulling and cutting off your cycles early to maximize yield.

As a replacement you give us a further specialization of mining ships which will, very quickly, become pointless as people figure out which option is bet in the majority of cases. Given the stats for a set of mining ships and a rough survey of asteroid contents in the area to be mined and I can tell you which ship to use in an hour or two, and it will only be one ship because swapping or having a dedicated person run around to clean up the little bits from a strip miner isn't worthwhile. In the small scale the swapping of ships wastes too much time, and in the large scale it's just not worthwhile.

You're adding nothing of interest or use to mining, just adding more ships for the sake of adding more ships. You have created a solution in search of a problem to solve, and upon finding none you've attempted to invent a problem to fit your solution. Hence all the ridiculousness about numbers of combat hulls vs numbers of mining hulls.
Hiasa Kite
Brutor Tribe
Minmatar Republic
#7 - 2017-05-31 21:17:02 UTC
The mining profession has problems, but lack of ship diversity isn't one of them.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Rawketsled
Generic Corp Name
#8 - 2017-05-31 21:55:37 UTC
The problem with mining is not the variety of ships.

The problem with mining is that its gameplay can be summed up as sit idly in a belt and let ore magically pile up in your hold.
Kiddoomer
The Red Sequence
#9 - 2017-05-31 23:49:59 UTC
Pretty much as others have said, we could do something to make mining more interesting, but more ships or even modules are not what is needed imo.

Ore anomalies instead of 100% static belts could be a start, moving roids another one, or a optional thingy to do while mining, quite a bunch of ideas have been thrown in this forum over the years but none have been found practical and doable yet.

For the ideas here, more lasers or drones to shoot at the same exact roids will not help make the activity more challenging or fun.

In the name of Jirai 'Fatal' Laitanen : “Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.”

Axure Abbacus
Center for Advanced Studies
Gallente Federation
#10 - 2017-06-01 00:49:29 UTC
Much of what you are looking for would be a rollback of advancements in mining tech. Before the introduction of the Venture, the four races had T1 frigates and cruiser bonuses for mining. Those ships I think dated back to beta...? These ships are now the T1 logistics ships. Before the introduction of the ore barges, people would have to mine in battleships.

Various expansions have reworked mining and industry. Yields have improved and while the mineral stocks have leaned up from when I first started in '10. I purchased my Dominix for 85 Mil isk and it was mostly built with cheep rogue drone alloys. Keep in mind that scarcity=Profit.

Mining is one small component in the military industrial complex that is Eve and there are many ways to collect minerals. Branch out and explore the system before mining burns your interest down.

It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid.

Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#11 - 2017-06-01 03:04:36 UTC
hmm i can add nothing more to this topic that is sensible, all the sensible stuff has been pretty much said already.

Clean up?
Why?
Fire your fecking laser and turn it off to pop a rock.....
damn shiptoasting trolly ..............(continues to grumble whilst walking away)
Old Pervert
Perkone
Caldari State
#12 - 2017-06-01 17:04:03 UTC
Mining is and always will be boring. No amount of additional ships will change that.

An underlining problem with the mechanics is "the mechanics". Specifically, the whole thing.

Unless you somehow made mining require active input, such as from a mini-game (something I am NOT suggesting btw), it will always be best-filled by AFK miners and multiboxing fleets of a dozen rorqs.

Anything that can be best-filled by AFK players will never be interesting for a non-AFK player.
Revis Owen
Krigmakt Elite
Safety.
#13 - 2017-06-01 17:42:03 UTC
Matthias Ancaladron wrote:
Things are only to be added on to alphas, not taken away unless they're replaced by something if equal or greater value.


Negative. F2P players are getting their money's worth with what they've got, and will continue to do so if some things are taken away. I'm sure CCP is smart enough to not add more capabilities to F2P, because each step in that direction makes it easier to drop your sub and go F2P.

Agent of the New Order http://www.minerbumping.com/p/the-code.html If you do not have a current Mining Permit, please contact me for issuance.