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Ex Mudder
Gallente
Oberon Incorporated
Posted - 2009.09.28 03:23:00 - [211]
 

Stop dropping T1 loot. Named loot is fine, because you have to decide between selling it or refining it. Unnamed T1 loot is worse than drone loot imho, as it drives T1 manufacturers out of business.

Invent jobs should have ME 0 PE 0, especially ship jobs. A T2 BPO owner will still make money with a ME 20+ PE 20+ BPO.

Give mining ships an ore bay, make their cargo hold smaller. 27,500 m3 would be my suggestion for a Hulk. I do not know if ore bays hold ice, however.

Allow us to install jobs in POSs from our own hanger, so we don't need corp hanger access and the ensuing risk of losing our BPOs.

Make trit smaller, possibly all minerals, or add a minerals bay. It takes dozens of freighters worth of trit to build capital components. Freighters are boring.

Increase output of Fermionics and Ferrogel advanced reactions. Decrease output of the 4 racial advanced reactions.

Increase cost of empire station research and manufacturing jobs so they are competitive with POSs. 5k isk /hr is my recommendation.

Akira Menoko
The Farmer's CO-OP
Posted - 2009.09.28 20:36:00 - [212]
 

Edited by: Akira Menoko on 28/09/2009 20:36:17
I'd like to see:

  • Ore/Ice Compression available at a High-Sec POS

  • A scrapping/reprocessing module for a POS

  • Better blue print library management

  • Science & Industry interface being less of a click fest

Arcanum Arcanorum
Posted - 2009.09.29 04:26:00 - [213]
 

Originally by: Yarinor
Currently 0.0 miners are only making 2 times what a high sec miner does, (assuming crokite's the highest ore availble to him) I don't know how the "improving your 0.0" we've been promised will help that, but if we're allowed to get more ark/bistot in our areas that would help a whole lot at least.

An other problem I see with mining atm is a horrible isk/hr I did the math not too long ago and ended up on 18m isk/hr pr hulk boosted by a rorq mining crokite, this isn't too bad, but I don't expect haulers and rorqs to work for free, not to mention the logistical problems you get trying to haul it to empire.

I am not really sure how to fix this, but I really would like to see different quality roids depending on what security system you mined at. Not too long ago (haven't checked empire ores in a while so with the recent tank trit took it could very well have changed) Veldspar was the highest ISK/m³ empire ore, which really meant that as long as the ores were there 1.0 were the best place you could mine as an empire miner.




As An aside while trit was 4isk unit I made 17mil isk/hr in Empire, now why should I go to 0.0 to be hunted for 1mil isk more per hr?

Dr Serpe
Posted - 2009.09.29 05:06:00 - [214]
 

Originally by: Tau Cabalander
Edited by: Tau Cabalander on 10/09/2009 19:42:23




* Allow mining lasers to be used as weapons.




possibly as a one shot overload that destroys it and causes structural damage to your ship. Yet maybe boring holes through the enemy ship , unmodified shield armor and structure damage at once.


Arcanum Arcanorum
Posted - 2009.09.29 05:14:00 - [215]
 

Originally by: Castaspella
I
2.) Have rogue drones drop items that can be refined into moon goo instead of minerals.

Good luck with this!


A vote for this

Zelphine
Posted - 2009.09.29 05:27:00 - [216]
 

I like the idea of being able to gain standings and LP's from industrial operations.
For myself i've had to train in both industry skills and combat skills so that i can mine and make money but if i want good refining or a high sec pos i need to grind missions.
At present if i want to gain high standings with a corp im FORCED to mission run. i have no other alternatives to gain standings other than buying tags and selling them to the corp for standings increases.
This means that people who are combat and mission oriented only need to train combat skills and can gain standings, make more money than miners and pvp. I'm sure that people will say that i should stop mining and just do combat, but that's not how i want to play the game, and as a result it's as though im slightly disadvantaged.
Given that industrial operations have much less risk involved than mission running, i'd say that the standings gained should also be less, but something is still better than nothing.

Haguu
Caldari
TLA Ltd
Posted - 2009.09.29 06:10:00 - [217]
 

Have a sortable size column, especially in cargoholds, that shows the size in M^3

Way to select autostack for hangers/holds/containers

If we can't get Folders in Hangers, at least have features like Assets deal with Station Containers better - "Move stuff in and out of remote containers"

BPO/BPC Visual difference

No ME past perfect

repackage BPO for sale on market

ORE Transport

Additional ORCA high slot(s)

Rigs for Miners

"flashing notification of finished s+i jobs after login (like the new mail notification). same for new contracts. make that item flash after login when there are new contracts."

"How about other ways to improve corp standings other than doing missions?" "- Industrialists need a way to boost their standings that is on-par with mission runners."

"Would it really hurt anything to give DST's 50% more cargo space? How about 10% more space per level of the Transports skill?"

Things I would like but...
Reduce NPC loot drops
Access to ME slots in hisec in my lifetime

Nominus Umbra
Posted - 2009.09.29 06:53:00 - [218]
 

Originally by: IVeige


Make reprocessing of ship drop a lower quality, quantity of mineral..





do this for modules too and this could solve a lot of the remove loot cries.

Marquise Zena
Posted - 2009.09.29 10:43:00 - [219]
 

A further thing I'd like to see:

A capital stellar construction ship of some sort that gives bonuses to anchoring and repairing POS structures/stations.

Wraith 02
Posted - 2009.09.29 23:32:00 - [220]
 

Getting rid of macro miners, they drive down the ore prices so that mining is long boring and unprofitable and it means that miners are encouraged to use macros as the only viable way to make money out of miningSad

Saotan
Posted - 2009.09.30 04:53:00 - [221]
 

Improve the interface!

My biggest single gripe is that when I want to manufacture something in the station I am docked, where the minerals are docked, and where the blueprint is located, I still have to click a button, select the station, select a slot.

Place a button that says "current station" so I can just click, choose the number of runs, and get on with it.

POS management needs major love. How about doing that?

Baljos Arnjak
Posted - 2009.09.30 11:34:00 - [222]
 

Originally by: Coriolis Chandrasekhar

....and specifically for me, I would like a (T2?) module to put on my barge that makes a little bar underneath my targeted asteroids that tells me how much ore is left in it so I don't have to scan it to find out. Jeez, even wrecks have two bars under them sooz I don't think this would be hard to do and would be of great benefit to those of us who mine with multiple accounts. Very HappyVery HappyVery Happy


THIS!

Or you could do a second cycle timer around the laser that shows how much ore is left in the roid that laser is targeted on. I can't tell you how much time I've wasted because I spent 3/4 of a cycle on an amount of ore that would have taken me 2 seconds to mine.

Another thing I'd like to see is something to make the act of mining less borrrring (small rocks that you pop very quickly making you retarget another rock doesn't count). Maybe something first person'ish. Lets say you go to a belt, go into tank mode (control your lasers like a tank turret), then shoot at a rock. Then some pieces break off, you shoot them and get ore with a better yield. This would open the way for actual player skill, rare finds (maybe a few arkanor crystals embeded in a omber roid), and makes mining proactive Shocked and hopefully more fun.

Anyway, just a thought.

Yacko
Gallente
Salvage and Mining Consortium
Alternative Realities
Posted - 2009.10.03 05:51:00 - [223]
 

1. A corporate storefront.
2. Allow the trading of futures contracts on minerals, gases, and other base materials for production. I think this would work quite well in Eve. Read "Trading Commodities and Financial Futures", by George Kleinman. I tried this in RL and it can be a hair raising activity.
3. I know for whatever reason CCP cannot have seperate icons for BPC's and BPO's. It would be nice if they could somehow work it out.
4. Multiple ore in an asteroid? = a non issue for me. Seems to me like it might decrease the value or higher ore while increasing the value of lower ores. Perhaps I misunderstand the concept.
5. Better remote POS management.
6. Make all unnamed items in the market place player produced and controlled. Reduce or eliminate the drops of T1 items by rats.
7. Allow corporations to rent slots to the public and elimite NPC research slots.

SuperUglyChick
Posted - 2009.10.03 21:36:00 - [224]
 

Batch install

Easier invention/manufacturing/etc interface.

Brenten007IND
Posted - 2009.10.04 09:34:00 - [225]
 

Edited by: Brenten007IND on 04/10/2009 21:56:19
I like to have the invention completely reinvented so some of us new guys will have a chance to get a few of those T2 BPO and BPC's. Not only that, but many of the older players might have quit the game and no longer producing those T2 items. I'm not sure how bad that is; however, it can become a concern later on.

Invention options or roll table. (Just a suggestion)

1 % chance for a T2 BPO if available, then you got one. if not, No luck) At least you know you had a shot of getting a T2 BPO. Also add the option to take the chance or not. The chances of having a T2 BPO is highly unlikely so some of us may not want to take the chance. Anyone that has one is probably guarding it with there life in High sec. I know I would.
20% chance for a T2 BPC with 5 - 10 runs. (at least it will help curve the cost of the datacores and other materials you have to buy or get.)
10% chance for a T2 BPC with 10 - 20 runs.
10% chance for a T2 BPC with 20 - 40 runs.
10% chance for a T2 BPC with a max runs per batch.
20% chance for a T1 BPO variation. (150 mm 1 hybrid gun -> variation -> 150 mm "Prototype") Or an option for t1 variation.
20% chance for a T1 BPC variation with 1 full batch run or maximum run per batch.
5 % chance for a T1 BPC variation with 5 - 10+ runs.
6 % chance for a T1 and T2 BPC with 50% - 100% maximum run per batch.

T1 variation can be made by using the normal ore. Nothing rare or special.

High sec mining with your 5 basic minerals belts all empires.

Finding rare ore in high sec can be left to the difficult hidden fields in high sec. Same with Gas clouds, and moon material. In essence, allowing players to stay in high sec for the rare material but extremely hard to find without the proper skills and very limited. Not enough to pull a full mining operation.

Expand the belt to make it realistic. EX. Expand the belt to follow an actual orbital path of a planet and not these small ring belts we are all use to seeing. EX. the asteroid field in our real life solar system. I don't see these tiny little ring belts of asteroids orbiting around planets.

Mining Saturn's rings - Some gas giants in the game has rings around the planet made of ice and rock. Lets mine that as well. Plus, the planet is a gas giant, why can't we harvest gas from them. high sec too.

Orca, Mining Barges, and Exhumes - allow ore compressors for all of them. Of course, limit the number you can actually put on it. 6 for orca, 3 for Exhumes, and 1 for Mining barges. Make it Can fit.

More minerals per ore especially out in low sec. AKA more Dense and Concentrated ore types out in low .5 - 0.2 sec. And in 0.2 - 0.0 is all Dense ore or better with easy to find rare. What ever floats your boat here.

Get rid of the T2 BPO limit!!!! I saw this great game and want to become inventors. All to find out that you can't get T2 BPO at all. Only BPC. I almost can live with that but T2 BPC with one run, come on!!! That's not fair. If you drop a few more runs than its not so bad as mentioned above. Or even unlimited T1 variation BPO would be nice too. How's a about fleet issue or faction BPO and BPC. At least BPC with way more then 1 run. At least starting with 5 for ships, 50 for equipment, and 100 for ammo.

Better Ice yield - 1 ice is 1000m3. That's a big freaking rock and it takes forever to cut a piece out. Either offer more isotopes and stuff or shrink the ice.

Debris mining - love those missions where there is a ghost ship wreck that you can't collect. I like to collect there scrap metal for reprocessing and have them drop multiple minerals. A destroyed ship still leaves behind lots of metal. Especially ships that huge. You all know what I am talking about.

Abandon structures and objects - I really like to salvage them as well.

What about the mission ships that are dock for repairs. I like to take them too and fix them up back at a station. lol.

And that's my 2 cents,
Brenten007in



Brenten007IND
Posted - 2009.10.04 10:52:00 - [226]
 

Edited by: Brenten007IND on 04/10/2009 21:45:53
Edited by: Brenten007IND on 04/10/2009 21:44:51
Edited by: Brenten007IND on 04/10/2009 19:59:53
Limit M.E. and P.E. to something. Anything... The Material Research lab is always a packed house where ever you go. I feel that some people just hog up those slots to prevent anyone else from getting in. Let alone, do some research of my own. Either that, make a person wait a whole month or longer to get in. Its like that in almost every high sec area. Plus, once you reach lvl 50 me and pe its not going to make a difference. But there are players out there that just puts their BPO's right back in to the lab and keeps researching for aesthetics reason and killing any chance for anyone else to get in. Also, I was a witness to a forum post that there are some bpo with a ME of ~15000 and more with full knowledge that its not going to make a difference after 50. But they still keep on researching. Some Queues are up to an insane 78 days!!! I just checked. Nothing less then 30 days. Near Ylandoki. See for yourself.

*** [EDIT] In addition, if they are so bent on gaining aesthetics then have them take it out to there own POS stations or Low Sec research lab and continue research. [EDIT] ***

Increase copy labs and Material research labs. There's 50 manufacture spots but only 10 copy labs in a station. Go figure. Not just that, some copies labs takes weeks and even months to get a slot, especially in High sec. Low sec is too expensive to lose a BC BPO or higher. Especially a cap ship worth trillion. Again, the copy labs are packed as well with low as few days to the insane 78 days. It's way overloaded. Same with the Material labs.

Increase mining barges and Exhumers cargo hold (up to 27000 max) or exempt penalties for using Cargo Expanders. Same with Transports and Industrial ships. Plus, its not going to make too much of a difference anyways. Not like we are going anywhere fast at 85 - 126 m/s vs a Rifter 1099 m/s with 1AB or 3099 m/3 with 1MWD. Or anyone else for that matter.

Sub Freighters - Low cost solution for the expensive freighters. 350000m3 freighter around 150 mill. Give or take. Freighter without the jump capability other then using the normal jump gate. Special ability: fast jump :D

Frighters with slot - No weapons just everything else. Shield hardners, jammers, armor hardners, tractor beams, give us lone freighter jocks a chance to make run for it.

More of my 2 cents,
Brenten

If nothing else, please consider the limit on the ME and PE research. Don't get me wrong, whatever they research they can keep. However, if they are above 50 me and 50 pe, don't let them continue researching *** in empire space***. It will probably open a whole bunch of slots everywhere. Thanks for reading.

Brenten007IND
Posted - 2009.10.04 21:36:00 - [227]
 

Edited by: Brenten007IND on 04/10/2009 22:01:16
Edited by: Brenten007IND on 04/10/2009 21:59:00
Edited by: Brenten007IND on 04/10/2009 21:49:55
In addition to invention - Some of those T2 bpo might have gotten caught up in "unholy rage" incident where several of the accounts were band for selling items for real world money. May want to take a look into those hanger storage and see if there is any. I personally haven't heard much more about it.

In station POS - Allow limited small POS labs be install in high sec station. Limit 1 small private POS lab in an empire station per person, per high sec, at a modest cost of 100,000 isk per month for upkeep, 1000 LP Points per month, and standing around +7.5. The limit is just to give newbies a chance to get in on the ground floor of science and not have wait those insane days for a slot. It also prevent all the older players from taking over everything in site (in empire space) and new players from not signing up for this reason. Of course, same applies to low sec. if you like we can put POS in low sec station but with no limits in the number of stations you can have. AKA anything below 0.4 is free for all. Have fun out there and good luck.

Sub capital Freighters - as mention before with sub capital freighter 350000 m3 for 120mil, also offer smaller version like 120000m3 freighter for 50mil, 240000 m4 for 75-80mil, and 450000m3 for 240mil. Basically more Freighter option with a little less skill and a much lower cost. The only difference is that they are not jump freighter. That's why its cheaper and smaller. Just watch out for pirates in low sec. Should be fine in high sec as long as you run manual and your not at war. Very Happy And reduce the cost of the BPO respectively.

Increase the value of trade items going from High sec space to low sec space. Ex. the insane tourist that nobody cares about. To help populate low sec, tourist (life is getting to crowed for me, "someone take me away" Very Happy) is sold for 100 isk in Hi sec and bought for 5000 isk in a low sec making a huge percentage profit. Same with all the other consumer products. Its worth the risk if you can make 100mil or more in a single trip with a new freighter mention above. Plus it will give a good reason to put a corp fleet together to go out there. And the insane pirates that will try to stop at nothing to get that cargo. Gate campers are back again and so is more pirates and lower risk cost. Bring your guns and your doomsday weapons Twisted Evil.

Ultra Dense ore all types - Ore that is refine give out 1000 times(make up a number above 100%) the minerals of a normal ore. 25 jump into 0.0 space only. Its worth the risk of losing ships if you can get it and sell it or make more ships by the thousands. Even if the market is flooded with all this ore in high sec space, your really paying for the 25 jump trip to get the ore and the defense fleet to help protect it on the way back. This should keep the price on average. Same with moon materials, gas clouds, ice, etc.

I got more, but I just crash with writers block.

Brenten

















Brenten007
Posted - 2009.10.04 23:00:00 - [228]
 

Originally by: Ancy Denaries
Originally by: Abrazzar
Here, have some stuff about mining.
Abrazzars mining overhaul and Nyphur's Mining MK II are two VERY good reads when it comes to stuff that can be made for mining. READ it and understand it. Please, you owe us that much.


Yes, I have read this and boy its a wall of text but I understand it. The only tweek I like to make is in 0.0 space and deep in 0.0 space is to increase all ore to 300% - 1000% to make it worth the time and effort to go out there for it. The problem now is that it's not worth the time, effort, or risk to go out into 0.0 space except for the all important mega, and Zyd which is needed for my ship building projects. The killers are building battle cruisers, T2's, and up. Everything else is a breeze. CPP needs to make it more worth while to go out in low sec or else no one is going to spend any time out there.

Brenten

ingenting
Garoun Investment Bank
Posted - 2009.10.05 01:20:00 - [229]
 

Originally by: Brenten007
The only tweek I like to make is in 0.0 space and deep in 0.0 space is to increase all ore to 300% - 1000% to make it worth the time and effort to go out there for it.
another fail at economics.. giving MORE supply will decrease the price = LESS PROFIT..

please go back to school

Brenten007IND
Posted - 2009.10.05 07:36:00 - [230]
 

Edited by: Brenten007IND on 05/10/2009 07:55:14
Edited by: Brenten007IND on 05/10/2009 07:46:21
Originally by: ingenting
Originally by: Brenten007
The only tweek I like to (does not mean it has to or you can't read baldy) make is in 0.0 space and deep in 0.0 space is to increase all ore to 300% - 1000% to make it worth the time and effort to go out there for it.
another fail at economics.. giving MORE supply will decrease the price = LESS PROFIT..

please go back to school


The only real failure is you. If the supply is too limited with the growing player population, we will be force to waste our time looking for a belt every night and finding nothing but empty space = we newbies that have little to no cash = we can't buy the insane high price for Tri = we will lose interest in the game = no new subscribers and subscribers quitting = CCP losing Revenue = CCP going out of business because of the lack of interest.

The goal here is to move players out into low sec space but that has currently failed. How else are we suppose to move players out into low sec.

You also fail to take into account for the cost of building a capital ship. Its is in the Billions. Plus trying to collect enough supplies to build a capital ships is a nightmare. Let alone waiting the insane 3 - 4 weeks to build and finish. Plus, I though you like the idea of blowing stuff up. At least this way we can all get into a fire fight out in low sec and if we lose a ship, we just replace it with insurance money and be right back out for another round of pvping and maybe no hard feelings because I got 50 more standing by.

Plus, it doesn't have to be the insane percentage that I put up in the quote. Just something that will make it a good reason for going out into low sec. Which does not include nerfing the system. It also doesn't have to be in all the belts. A quite few here and quite a few there.

Do you have a good reason for going out to low sec? Pirate, sure steal stuff. But what if no ones around. You sit and camp, and camp, and camp. (you can keep camping for all I care) After 4 weeks of no one going into low sec, then what are you going to do? Sure lets do it your way and keep low sec uninhabitable so no pirating for you. Of course, with a good amount of supplies for industrialist, we can make 1000's of ships and the next time a pirate camps could be over run with over 250 ships of all classes. Are you scared yet, or are you just a flaming coward, baldy.

Miners, Industrialist, and mission runners, knows that if there is more money to be made in high sec then why go to low sec?

Therefore, you need to take a class and rethink about it. Or maybe you can't come up with a real reliable solution to get a good portion of players out into low sec. And "no your not moving all the supplies out into low sec either."

You need to go back to school for you did not also take into account of other factors in the game as well. The simple supply and demand chart doesn't always work well especially in a dynamic environment.

By the way, I see you don't mind paying 10 dollars for a gallon gas, now do you? LOL...

Fritz Ionar
Minmatar
LifeLine Solutions
Posted - 2009.10.05 09:21:00 - [231]
 

Originally by: Baljos Arnjak
Originally by: Coriolis Chandrasekhar

....and specifically for me, I would like a (T2?) module to put on my barge that makes a little bar underneath my targeted asteroids that tells me how much ore is left in it so I don't have to scan it to find out. Jeez, even wrecks have two bars under them sooz I don't think this would be hard to do and would be of great benefit to those of us who mine with multiple accounts. Very HappyVery HappyVery Happy


THIS!

Or you could do a second cycle timer around the laser that shows how much ore is left in the roid that laser is targeted on. I can't tell you how much time I've wasted because I spent 3/4 of a cycle on an amount of ore that would have taken me 2 seconds to mine.

Another thing I'd like to see is something to make the act of mining less borrrring (small rocks that you pop very quickly making you retarget another rock doesn't count). Maybe something first person'ish. Lets say you go to a belt, go into tank mode (control your lasers like a tank turret), then shoot at a rock. Then some pieces break off, you shoot them and get ore with a better yield. This would open the way for actual player skill, rare finds (maybe a few arkanor crystals embeded in a omber roid), and makes mining proactive Shocked and hopefully more fun.

Anyway, just a thought.

So, you want to take away the things that currently takes som player skills and that give us miners something to do other then watch mindlessly and at the same time complain that there is no player skills involved?

The way I see it the roid scaners we have today do a great job of telling you how much ore is left in a roid and it's up to player skills to monitor thous numbers and switch targets for your lasers to not waste time on allmost depleated roids.


Back on topic:

I would like to see some changes to moon mining. Currently if I understand things correctly, every moon out there has a predetermined composition that never changes. This makes moon surveying a one time deal, and as such leavs not much use for surveying equipment and skills now that most moons composition is allready known.

Why not make moons have limited supply of their materials and once delpeated it can spawn a new set of resources randomly. This would make surveying a constant need and would allso make the POS-landscape more dynamic as corps would move their moon mining complexes around to new profitable moons from time to time.

This could allso open up for moon mining in high sec with new small mining arrays/towers to allowe smaller corps to get in on it as well.

I know we where not supposed to present long explenations, but I couldn't sumarize it any shorter, sorry :)

Brenten007
Posted - 2009.10.05 10:40:00 - [232]
 

Edited by: Brenten007 on 05/10/2009 10:43:23
Originally by: ingenting
Originally by: Brenten007
The only tweek I like to make is in 0.0 space and deep in 0.0 space is to increase all ore to 300% - 1000% to make it worth the time and effort to go out there for it.
another fail at economics.. giving MORE supply will decrease the price = LESS PROFIT..

please go back to school


Actually come to think of it, you failed extremely miserable. Really miserable. So miserable that you never really took a class. How so... Simple... Your not selling stuff on Margin.
Ok lets say you can normally collect 600k of tri from Velspar (20000m3) and sell it on the market for 2.70 and in 20 minutes with a hulk. You make 1.62 mill. Turn over is anywhere from one month or longer. Price from Ylandoki.

However, If you can do the same thing and collect 1.2mil of tri from velspar in the same 20 minutes and sell it for a little less like 1.99, you make 2.388 mill which doubles your profit and because its cheaper, your turnover rate is a lot quicker per day and per hour.

If you don't believe me, you should check out Wal~Mart in your neighborhood because they do it all the time. Your major failure is your turn over rate can be very slow. Where as more that can sell for less actually make a lot more in the long run.

In addition, if your sitting on product for any length of time, your losing money. Your just lucky that there is no such thing a spoilage in this game or you would be throwing out money by now.

Therefore, your a total failure, Ingenting.

Wal~mart about us


ingenting
Garoun Investment Bank
Posted - 2009.10.05 12:06:00 - [233]
 

Edited by: ingenting on 05/10/2009 12:08:07
Originally by: Brenten007
stuff
lol

more people = more supply and more demand.

if you cant find any ore to mine, you are not looking at all (im 3 jumps from amarr and theres hundreds of belts full of ore here every day)

the only way to really fix the current situation with mineral prices is to change rat and drone loot, and manufacturing mineral needs ratios.

you said "increase supply", and then start to whine when i said ur wrong.

why dont you research at oil prices (as you mentioned gas), you'll notice how they cut supply when the price drops, to increase the price again.

when (read: IF) highsec gets so populated that every belt is mined out, people can still just farm missions (yes, there is ore is missions, go check it out).

Zedah Zoid
Adhocracy Incorporated
Posted - 2009.10.05 18:28:00 - [234]
 

Some things I would like to see in no particular order and some that have been stated before repeatedly but I feel they deserve another vote.

1) Remove meta0 loot drops from NPC's period, everywhere, all the time.

2) All roids are found in scannable belts. Since exploration was made so easy(skill point wise) we might as well get the noobs doing it early and often.

3) Scannable comets for moon minerals. This would of course require a new ship and modules that could chase the comets down and match speed with them for a short time while mining. These would also be found in high-sec but should be equally rare pretty much throughout the Eve galaxy. I see no reason why it would be more likely to find comets based on system sec rating.

4) Store fronts with additional research that could be applied to ship BPC's. The idea is that you produce a BPC from a BPO. But then you could further research that BPC to allow you to build a ship that would have a small additional bonus to some existing strength. So for example instead of a Drake with the existing 5%/level resistance bonus you can build one that comes with a 6%/level bonus or whatever number is worthwhile but not unbalancing(I leave the details to the number crunchers). The "branding" of your ship(ie, you the builder) would carry over to the "show info" so you might become well known as the corp to go for for a particular bonus. There would be additional skill(s) needed that would affect the speed of the BPC research. Also perhaps some additional decryptor type modules to replace loot drops from NPC's as this would still give the missioners something to sell without impinging the mineral market so badly.

Sidrat Flush
Caldari
Eve Industrial Corp
Posted - 2009.10.05 19:22:00 - [235]
 

Originally by: Zedah Zoid
Some things I would like to see in no particular order and some that have been stated before repeatedly but I feel they deserve another vote.

1) Remove meta0 loot drops from NPC's period, everywhere, all the time.

2) All roids are found in scannable belts. Since exploration was made so easy(skill point wise) we might as well get the noobs doing it early and often.

3) Scannable comets for moon minerals. This would of course require a new ship and modules that could chase the comets down and match speed with them for a short time while mining. These would also be found in high-sec but should be equally rare pretty much throughout the Eve galaxy. I see no reason why it would be more likely to find comets based on system sec rating.

4) Store fronts with additional research that could be applied to ship BPC's. The idea is that you produce a BPC from a BPO. But then you could further research that BPC to allow you to build a ship that would have a small additional bonus to some existing strength. So for example instead of a Drake with the existing 5%/level resistance bonus you can build one that comes with a 6%/level bonus or whatever number is worthwhile but not unbalancing(I leave the details to the number crunchers). The "branding" of your ship(ie, you the builder) would carry over to the "show info" so you might become well known as the corp to go for for a particular bonus. There would be additional skill(s) needed that would affect the speed of the BPC research. Also perhaps some additional decryptor type modules to replace loot drops from NPC's as this would still give the missioners something to sell without impinging the mineral market so badly.


From the top:

1 - unanimous agreement in this thread at least.

2 - Controversial, however there's no reason to remove the static belts and include a better quality belt system that can be scanned down. Can an area within a system have a sec status? If so then this area could be beyond the usual patrol of concord so have the equivalent rules of low sec.

3 - Probably coming anyway.

4 - Finally a good non game breaking way of differentiating between producers. There's so many ship stats that could be improved even if it was marginal 0.5% can make all the difference, and having a renamed unique item shouldn't stress the database too much as once it's built it's a ship with a set of extra bonus(es). Hmm might need an extra table then :D But it's a good idea and I support it for two reasons, 1st. Alliances will realise the value of the full time industrialists by providing the means to obtain "unique" ships, or ships they request with the bonus's they require and 2nd it will mean people can choose who (corp/alliance wise) to buy from, although the blind market shouldn't be removed.

Is it a bad thing to introduce customer loyalty, if the producing corp can keep up with demand?

RedLion
Caldari
State Constructions
Posted - 2009.10.05 23:41:00 - [236]
 

1. More 0.0 entrances
2. More 0.0
3. Able to launch POS for yourself.
4. Improve high sec industries!!

Brenten007
Posted - 2009.10.05 23:48:00 - [237]
 

Edited by: Brenten007 on 06/10/2009 00:07:58
Originally by: ingenting
Edited by: ingenting on 05/10/2009 12:08:07
Originally by: Brenten007
stuff
lol

more people = more supply and more demand.

if you cant find any ore to mine, you are not looking at all (im 3 jumps from amarr and theres hundreds of belts full of ore here every day)

the only way to really fix the current situation with mineral prices is to change rat and drone loot, and manufacturing mineral needs ratios.

you said "increase supply", and then start to whine when i said ur wrong.

why dont you research at oil prices (as you mentioned gas), you'll notice how they cut supply when the price drops, to increase the price again.

when (read: IF) highsec gets so populated that every belt is mined out, people can still just farm missions (yes, there is ore is missions, go check it out).



Actually, you need to do the research again. Hurricane Katrina that blew off the Gulf of Mexico a few years back damage several oil rig in the process. Add to that ****** had to light the Kuwait oil on fire that burned off millions of gallons of oil for several months killing supplies. To top it off the limited supply and production of oil nearly bankrupts the world and put us into a global recession. Price of everything rises and no one can afford to do business. You just sat through a recession. You act like you know something but it seems like you want to bankrupt the world. It's not always simple as that. However, I do agree there is a need to be balance but if your not going to make 5 to 10 times the amount in low sec space then whats the incentive of going out there. (Think of it as the 1849 gold rush.) The only people that are benefiting in low Sec is pirates that are sitting on billions of isk and no one's mining it. (the rare stuff for construction not the normal stuff.) If oil prices drops right now, we will be in an economic boom time and business would be up and we all be making 50 - 100k salaries. Unemployment will drop. If key resources are not sold at a low price then it hits into the cost of living and the cost to mfg bottom line.

As for the 3 jumps into Amarr space is that High sec or Low sec. Low sec is always full but its too dangerous to go out there solo. Finding friends always helps unless you really get ganked. How do you intend to pay your friend or friends off with pocket change. High sec, I haven't gone out that way yet.

The other reason for hanging around high sec is Jita. As you already know, Jita is the super hub of the game with over 1000 player in the system and turnover rate is very high in that location. Hauling ore to Jita at 10 or more jumps becomes time consuming but what the heck. Plus you want to be close to a hub to save time. Remember, "Time is Money!!!"

Change rat and drone loot - sounds good to me but change it to what, so that we can all be happy. Personally, I still like to find stuff in them or a can surprise. But when you blow up a pvp player you end up with some of there undestroyed modules and there wrecks. I at least want to see that in missions. Its just standards. How's about this, move some or most of the lvl 4's and all of the 5's out into low sec? Lvl 1 is just for beginners (we just started, anyways, what do I know), lvl 2 for a beginner challenge (I'm a little better), lvl 3 your doing ok (This is fun), and lvl 4 your a tanker and should be a combat buff by now. You need to be in order to tank that room. Plus you would have enough skills to handle yourself for pvp with some minor pvp instructions from pros. How's about that to start. Not just that, lvl 4's usually produces all the best drop vs lvl 1 - 3. Especially with Battleships modules that you can reprocess for minerals. So leave lvl 1 - 3 in high sec and move most of the lvl 4's and all the lvl 5's into low sec. I am pretty sure that they already moved the lvl 5's into low sec. This is just an idea, so don't flame it. Just think about it.

Athre
Minmatar
The Higher Standard
Posted - 2009.10.06 07:47:00 - [238]
 

Make this skill apply to present machinery:

Mobile Refinery Operation / Rank 4 / SP: 32000 of 181020

Victor Valka
Caldari
The Kairos Syndicate
Transmission Lost
Posted - 2009.10.06 08:02:00 - [239]
 

(These have probably been mentioned in one form or another somewhere in this thread but I can't be arsed to read it. Really.)

(1) One central, general storage per POS for X capacity, where capacity is shared among all hangar divisions. Extensible by anchoring a module that provides an absolute bonus to storage capacity.

(2) Remote monitoring of contents of said storage, but if not, at least the contents of anchored modules. (Note: 1.5km is not what I'd call "remote".)


Everyone who has tried manufacturing at POS should understand the reason for both. Mad

Chal0ner
Amarr
Sons Of 0din
Fatal Ascension
Posted - 2009.10.07 15:42:00 - [240]
 

Started reading this - lots of good ideas.

Two standout for me

T1 loot: Remove it. Or severly reduce it and increase result of salvage.

And, I've been co-managing a POS (in wh-space) for 2 weeks and the whole system is a mess (or I seriously misunderstand how things fit together).
Use the truly modular suggestions put forward a long time ago in the "Flogging" thread. Let's rent research slots out to others. And more seriously

fix the permissioins/roles mess on POS's. Do I really need to be a director to decide who does what in a corp hangar. If yes - then introduce a POS hangar system, where the roles setting ability is delegated to Starbase config on a per POS identifier system. Default it to SYSTEM_CORP_POS#. Starbase config role, decides who does what.

Modular mini-POS: I see a whole new industry. Housing.
Make these rentable to miners/indys/whatever with communal plug-inable ammenities like refining, research slots etc.
Make it in various sizes, so you can cater for 1, 2 or some more players.
Make them pay rent for use of the mini-POS. More rent for each extra facility they use.
Plug these into large blocks (modularly like the renewed POS system) - we'll have bungalow or high rise settlements attached to
moons. These are not selfsufficient, but rely on the host.
Mining, indy colonies are born :) and a housing industry to boot.

Resarchable skillbooks: Create a new research criteria. Research a skillbook for a certain level and be able to create named module
BPC/BPO's. Take the BPC/BPO and build named modules.



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