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Nova Fox
Gallente
Novafox Shipyards
Posted - 2008.09.13 21:36:00 - [91]
 

would love to see this combined with system wide belts where you do your onboard ship scan and get your hits along this system wide belt.

Terranid Meester
Tactical Assault and Recon Unit
Posted - 2008.09.14 01:05:00 - [92]
 

I think mining should have a few more interesting features.

Some examples.

1.In all sec space asteroids should be more dangerous.
Either they move or when a ship collides with them they do damage, and not just a small amount of damage. these are big gargantuan rocks here. Enough to destroy a battleship if one hits them.

2.Another idea is having npcs hidden in certain asteroids. No more afk mining when a drone battleship suddenly pops out of one after you have mined its home to your cargohold.

3. Maybe instead of having one ore type in an asteroid you could have different types. For example you could see an asteroid as veldespar. However only with a survey scanner can you see what it is really made of.

You could be mining an asteroid only to find out later that you have been mining False Hedbergite which produces nothing of value. Or one veldespar asteroid is actually made of an explosive ore type that when stacked together in enough quantity in a cargohold, tends to create a critical reaction thus ending a helpful haulers lifespan.

Maybe instead of using the survey scanner, you could use the look at button on an asteroid to see what it might contain although it might not always be evident.

Ice mining should also be covered. Those drones that we freed from the iceberg, sure are angry......

Am Li
Caldari
0ne Percent.
Posted - 2008.09.29 14:41:00 - [93]
 

NO! EPIC NO. This will jack prices up unbelievably, tick me off and decrease the overall quality of the game.

Seriously, It takes me long enough to mine mins as it is. Don't ruin small corp mining.

And for realism the different ore types refine to different mins, there is your differnt types of "ore" mining.

Abrazzar
Posted - 2008.09.29 15:35:00 - [94]
 

Originally by: Am Li
NO! EPIC NO. This will jack prices up unbelievably, tick me off and decrease the overall quality of the game.

Seriously, It takes me long enough to mine mins as it is. Don't ruin small corp mining.

And for realism the different ore types refine to different mins, there is your differnt types of "ore" mining.


Now if you would put actual reasoning and explanations behind your claims, I might even consider your opinion. Just letting go if a waling 'Do not want' is neither constructive nor does it add anything of substance to this thread.

Ruv Kaulovesh
Posted - 2008.09.29 21:11:00 - [95]
 

Edited by: Ruv Kaulovesh on 29/09/2008 21:11:45
step 1
remove 3/4 of the belts in each system and make them exploration sites and move them randomly

step 2
all asteroids show up as simply "asteroid" aseroids are made up of the current ore types and the ore scanners will show the make up of the individual asteroid it is targeted on. based on the crystal used you adjust the quantity of the specific ore pulled. each cycle it randomly pulls the given m3 and randomizes the specific distribution. a specilized crystal would add a bonus of say 20% or 30% to the specific ore. maby even make it so that you only get 80%-90% yield if that specific ore is expended

had some other ideas but the baby made me loose my train of thought

Darkdood
Posted - 2008.10.03 02:18:00 - [96]
 

Edited by: Darkdood on 03/10/2008 02:22:52
This would also be good because someone looking to gank the miner can't simply warp to the belt cloaked and see him. They are forced to probe him out by ether his ship or by find all the random belts etc.

I like this. It would make mining much more interesting and probably raise the value of ores because the macro's and the part time miners would give it up.

Don't make scanning for asteroids to hard though.

I should add that I think the mixed ore roids idea is a bad one. It would complicate things to much. Probably be a nightmare to code also. I think mixing up whats spawns in the random belts would be cool though. Have a random single 0.0 roid pop up in high sec once in a blue moon etc. Nothing crazy just random. One roid a day in one belt per system type thing.

Estheria
Posted - 2008.10.03 13:57:00 - [97]
 

I don't like it that much...

It sure is good against macroing, but that's about the only good point i can see in it.

I'm not such an old players, but new players would be so disadvantaged compared to older ones that it wouldn't be interesting for newbs to go toward mining...ever.

Mining is essential to the game, if mining is harder, building stuff is harder, thus increase of the costs and who would benefit again ? Older players, newbs suffer. So it would not only kill miner newbs, but any newb since all prices would get higher...ships, devices, guns, ammos...because they all require ore that would be harder to fetch.

The only advantage is to already set miners and i guess masochist miner newbs...willing to go throught a long process to get used to something that will...eventually...make them REAL RICH!!!

With the current skills/yield balance, older players are already getting an advantage from their skill...normal, they worked for it. But why do you want to cut out occasionnal miners ? They work hard for not much in my opinion. I'm mining in a hulk and consider to be a medium miner...skills aren't maxed out, i don't have much t2 stuff...but i grab much more than before i trained my exhumer skills...

Whoever wants to mine in an industrial ship with about no mining skill, go for it, it doesn't bother me at all...he's not the one that will break mining belts fast, is he ?

I consider that whoever goes out mining without at least a mining barge isn't worth of concern to a miner...he's no competition at all...but it brings him some spare change for a start if he's a newb, that's it.

Newbs have to start somewhere, if newbs have too much of a hard time starting, do you know what happens ??? A GAME DIES!!! No fresh blood and people going away is inevitable sometimes...but without newbs, they're not replaced.

Abrazzar
Posted - 2008.10.03 14:19:00 - [98]
 

Originally by: Estheria
I don't like it that much...

It sure is good against macroing, but that's about the only good point i can see in it.
*snip*

Would you please elaborate the reasoning behind your opinion. You neither state what part of the idea you don't like, nor do you explain how it is disadvantaging newbs, nor do you offer any insight how this could be prevented. You ramble on and on without giving your point any substance.

Commander Spectre
Caldari Provisions
Posted - 2008.10.03 20:02:00 - [99]
 

Edited by: Commander Spectre on 03/10/2008 20:14:10
The problem I have been seeing is that exhumers were introduced to be used in low-sec and 0.0 space, however people are using them in high-sec instead. This has totally exhasted all of the high-sec asteroid fields There are large fleets of Hulks that are not allways macro-miners just cleaning out entire systems. These ships were originally given the advantage of high yield and to help it spend less time exposed to pirates. They were made sturdier than the regular mining barges and were ment to have armed escorts to help fend off attackers.

So I think that there should either be some restrictions on thier use in high-sec or the belts need to be respawned at a much higher rate. Perhaps they should use a type of mining laser that only works in 0.4 systems and below. I know there will be alot of crying about it, but these ships are clearly being used in a manner that they were not intended and as a result all high-sec miners are going to suffer. Soon there will be no ore left for anyone to mine in high-sec and this is allready starting to effect the market prices for the lower end minerals and production costs.

Macro-miners love high-sec because they can mine with no fear of NPC rats or pirates. They can easily AFK mine without any danger. Giving them hulks is just making their lives easier and encourages them all the more to strip the belts bare leaving no ore for real players. If they have to mine in 0.4 and below then thier little macro programs will just get them killed and they will acually have to PLAY EVE...something they don't really want to do.

Also maybe CCP should bring back the drone hives. The ore drops from the hives help bring in more minerals for production in high-sec and were a nice aid to mid-level players.

Seiji Hannah
Federal Defence Union
Posted - 2008.10.04 01:14:00 - [100]
 

This is definetly a constructive idea - which is rare

/signed




Estheria
Posted - 2008.10.08 15:43:00 - [101]
 

Originally by: Abrazzar
Originally by: Estheria
I don't like it that much...

It sure is good against macroing, but that's about the only good point i can see in it.
*snip*

Would you please elaborate the reasoning behind your opinion. You neither state what part of the idea you don't like, nor do you explain how it is disadvantaging newbs, nor do you offer any insight how this could be prevented. You ramble on and on without giving your point any substance.


hmmm, did you read the post or not ?

Mining is essential to the game, if mining is harder, building stuff is harder, thus increase of the costs and who would benefit again ? Older players, newbs suffer. So it would not only kill miner newbs, but any newb since all prices would get higher...ships, devices, guns, ammos...because they all require ore that would be harder to fetch.

With the current skills/yield balance, older players are already getting an advantage from their skill...normal, they worked for it. But why do you want to cut out occasionnal miners ? They work hard for not much in my opinion.

I'll translate in a language you may understand...

if ore/mineral = harder -> ore/mineral = more valuable
if ore/mineral = more valuable -> built products = more valuable
if built products = more valuable -> higher prices
if higher prices -> low funds (newbs) = less fun , discouraged
if newbs = discouraged -> newbs = quit -> no more new people in game -> game dies

is it clear enough or do you want me to draw a picture to explain ?

So, unless there'd be a way to apply that whole idea without changing ore worth and mining difficulty, i don't think it's even worth going throught the trouble of even trying it.

The only thing i tought would be nice against macroers would be to have coordinates of belts, ice fields and deadspaces being changed regularly (each day's reboot or such) which would make macros harder...but i don't know to what extent it would help, know nothing of macroing.

Estheria
Posted - 2008.10.08 16:33:00 - [102]
 

"The problem I have been seeing is that exhumers were introduced to be used in low-sec and 0.0 space"

About that, due to the price of exhumers compared to mining barges, i don't know a lot of people who mine low-sec or 0.0 with exhumers, except skiff.

And i'm currently mining for building a Rokh...i could give you some # that will be quite against mining in low-sec / 0.0 ...

It will require about 2750 m3 of ore to have enough mineral to build it... my hulk's cargo is 13k...which is 212 full loads of hulk with 2x Expanded Cargohold II fitted...

Each load is approx 15-20 minutes, which give a total of 4240 minutes (70.66 hours) of mining.

How many times my hulk would be in danger if i was mining in low-sec for 71 hours ??? And that to build a ship that sells for approx 150 mil ?!? Hulk cost 90-100 mil, even if i lose only 1, all that time to build 1 ship will definitely not be worth it.

Now, can you explain me how a hulk is better than a covetor teamed with and iteron V in low-sec ??? Those 2 last ships are worth much less and thus much more interesting to use 'em in low-sec.

procurement specialist
Posted - 2008.10.08 18:44:00 - [103]
 

Edited by: procurement specialist on 08/10/2008 18:51:04
Edited by: procurement specialist on 08/10/2008 18:45:43
Originally by: Estheria
"The problem I have been seeing is that exhumers were introduced to be used in low-sec and 0.0 space"

About that, due to the price of exhumers compared to mining barges, i don't know a lot of people who mine low-sec or 0.0 with exhumers, except skiff.

And i'm currently mining for building a Rokh...i could give you some # that will be quite against mining in low-sec / 0.0 ...

It will require about 2750 m3 of ore to have enough mineral to build it... my hulk's cargo is 13k...which is 212 full loads of hulk with 2x Expanded Cargohold II fitted...

Each load is approx 15-20 minutes, which give a total of 4240 minutes (70.66 hours) of mining.

How many times my hulk would be in danger if i was mining in low-sec for 71 hours ??? And that to build a ship that sells for approx 150 mil ?!? Hulk cost 90-100 mil, even if i lose only 1, all that time to build 1 ship will definitely not be worth it.

Now, can you explain me how a hulk is better than a covetor teamed with and iteron V in low-sec ??? Those 2 last ships are worth much less and thus much more interesting to use 'em in low-sec.


In 0.0 you have a base you operate in. in low sec you should use a corp pos or station. dock if people enter local. your times seem very off to me. i get over 5km3 of ore after 1 full turret cycle so i would overflow that 13km3 cargohold in under 10 minutes. (really just barely more than 2 full cycles)

if you went to mine in true 0.0 you would mine arkonor then sell the megacyte and zyd to buy the extra mins to build the rohk. you don't mine the trit for a rokh.

ore stuff veld is 70 isk/m3 while arkonor is 530isk/m3 minerals for a rokh cost around 110m (just ballpark here regions vary) 110m isk /530 isk/m3 = 207,547m3. 207km3/ (5km3/3minutes)=124 minutes or about 2 hours of mining. this is assuming no need to dock for rats, hostiles, or hauling ship. yes that is about 55m/hour mining at perfect numbers for me. i don't get that but still.

lots more people use hulks in 0.0 because you can make the isk back faster. if someone is going to spend the effort to train to covetor the isk barrier is less significant to jump into a hulk for 0.0. Hulk is only marginally better than covetor anyway. most of the effect i get comes from teh 2nd t2 mlu on the hulk vs the covetor. this is also why mackinaws are not much better than hulks on ice mining. 3 ice harvesters with 2 t2 ice upgrades vs 4 ice with only 1 upgrade. the difference is there but not extreme.

edit what is want is higher quality veld. at 5x veld in 0.0 would be 350 isk/m3 and still less than ark. make 10% ark for high sec and it is 53 isk/m3. veld still rules high sec but arkonor can be gotten there. arkonor still rules 0.0 but a decent amount of trit could be gotten by mining in 0.0 finally instead of refining loot for it.

Ydyp Ieva
Caldari
Amarrian Retribution
Posted - 2008.10.08 19:40:00 - [104]
 

Originally by: Estheria
Originally by: Abrazzar
Originally by: Estheria
I don't like it that much...

It sure is good against macroing, but that's about the only good point i can see in it.
*snip*

Would you please elaborate the reasoning behind your opinion. You neither state what part of the idea you don't like, nor do you explain how it is disadvantaging newbs, nor do you offer any insight how this could be prevented. You ramble on and on without giving your point any substance.


hmmm, did you read the post or not ?
*snip*

And still I don't see why it is harder for the newbie to start mining with the proposed ideas? And no prices aren't a valid excuse here. Prices are already to low for most things. Not that I complain, but a newbie won't get any isk from only mining/building like in the older days. At least the proposed systems would make it more interresting for a newbie to go mining/building way again cause he at least can make some isk out of it, instead of going on mindless missioning to grind the isk.

Adaris
E X I U S
Posted - 2008.10.08 23:51:00 - [105]
 

Edited by: Adaris on 08/10/2008 23:53:58
Originally by: Fswd
Adds a bit of a challenge to mining and works anti-macro as well, i like this idea too Very Happy


Originally by: Kiki Arnolds
You plan seems to favor high SP players at the expense of low SP players...


I like the idea of introducing this edge to mining, but I agree with Kiki Arnolds about the negative qualities of high low sp divide.

Other than that, I don't have a problem with getting several types of ores from asteroids (depending on skills and random factor) (it sounds quite realistic, i.e. my back garden doesn't have all the same types of rocks)and then refining them as usual. So it rewards higher sp players... thats incentive for low sp players to train in the area.

*Edit: Btw, although ISK farming companies (via mining) will go for high-end ores if the can, at the end of the day its cheap labor or software spending time mining so it doesn't matter if your mining x,y and z, once it sells. So I don't see how this would disrupt Macro'ing commercially on a big scale, it might take the sting out of its tail though...

Abrazzar
Posted - 2008.10.09 07:39:00 - [106]
 

The high SP / low SP divide exists in all other main professions. Only in mining every numb nut can point a laser at a rock and mine Arkonor. I would rather prefer that only highly skilled miners will be able to do so and lowly skilled miners will have to stick with the simple, common and cheap ores. Intention behind this is to increase the significance of the mining profession.

Nemtar Nataal
Demonic Retribution
Posted - 2008.10.09 12:01:00 - [107]
 

I like your idear and i think CCP originally intenden something similar when they implemented exploration.

However wount this give a unfair advantage to miners over pvp raiders in 00 if you have to probe out a belt before you can warp to it.
It would effectively kill roaming gangs scare effect on 00 mining ops as they would way to much time to safe/POS up and/or cloak before hostiles wore able to disrupt there mining.

I dont really have a problem with the 00 ratting bieng changed, i think the way rats spawn in general is quait strange for a game that claims to have reason to most if not all of its features - So why would rats keep respawning when they dont have a chance of taking out the ship thats killing it.

Wouldnt rats spawn for a specific reason trying to kill some hostile. The idear of haveing more 00 complexes and moving all ratting into this instances eccept for the spawns that really make sence.
Would need new type of enviorements to enforce this new features.
Rats (NPC) might try and build NPC hide outs in 00 some where, we might see NPC haulers and escorts traveling multibe jumps trying to acomplish some goal actual goals.
Following the hostiles rats trying to locate and destroy there infrastructure would be more fun then killing random stragling rats - ect.

Silent Knight
Posted - 2008.10.15 05:53:00 - [108]
 

While I like some of the ideas posted, I had a little differing take on the idea. Much of this is a base idea from earlier posts of others with a little bit of my own touch.

Starting with the asteroids, I agree that there shouldn’t be much ‘purity’ to asteroids. That yes, on overview they should just show as Asteroid. You wish to know everything that’s in the rock, you bring a scanner. The ore breakdown would be regional & security specific as before. The twist would be that if there happens to be more than one ore type in the asteroid, the largest amount (numerically) when it spawns or respawns is the binding ore. Mining out the binding ore will fully deplete the asteroid regardless of the other ores that remain.

Blindly mining without scanning will always target the binding ore. You want the other ore, bring a scanner and mine those first. The scanned versions will show the binder and more depending upon your skill level in Survey. Allow one extra possible ore type per skill level, if the ore type would be there to begin with. So at maximum, 6 ore types can be found in an asteroid. There could also be a chance for pure asteroids of a single ore type as well, but unless it’s a noob system with the noob mining missions, the odds should be in favor of mixed ore types per rock.

Have Astrogeology determine which ores you know how to mine. Have levels 1 & 2 cover highsec ores, 3 & 4 cover majority of lowsec ores , 5 for Arkonor, Bistot, Crokite, and Mercoxit. That should cover the Average Joe with a Mining Laser some seem to be concerned over. Yes, show the ore in the scanner if he has the skill for it or not. Green check for yes, red x for no, yellow circle for the binding ore. Attempting to mine ore you do not have skill for will just deplete it without any positive results as you don’t have the understanding of that ore’s properties to extract it properly.

Yes, this system is open to mischief, like mining the binder out from under someone else. As the concept of the game is set upon player conflict, maybe this may help spice up a non-shooting portion of the game? Maybe even get some people fighting mad?


part 2 en route

Silent Knight
Posted - 2008.10.15 05:58:00 - [109]
 

pt 2 arriving, track 9

Second, the possibility of non-static belts interests and worries me. This above all needs to be done properly else a lot of the game goes off kilter. While I agree with the basic part of the OP’s using the plain old ship scanner to find the belts in highsec, I disagree with having to go to full blown exploration for the lowsec & 0.0 areas. If that is what you meant, it will only create another barrier to mining as well as belt ratting. Yes, have the belts non static, but just allow the onboard ship scanner to find them. Have people go to planets first and use that simple scanner, and have the belts move when they are depleted or respawn. Also do not have a specific warp in spot to any belt, allow a large area of warp in of up to 10-20km. Maybe you get lucky and are close to the asteroids, or you could end up further away and need to make a bookmark or two then come back.

At least by this method not only could miners find their quarry, but the ratters and the gankers could find them without as much trouble as well. While yes, it looks to give more time to the miners and the ratters to hole up, it also comes back to ‘knowing the territory.’ Besides ship scanning probes being even faster or getting there beforehand to bookmark the sites, I currently can’t see any way in giving a little more back to the gankers. This also allows exploration to continue to be special sites, not just ‘finally I found a regular asteroid belt.’

A continuation of this could also be fully mixed asteroid belts of ice and ore. The major difference would be the ice would be pure one type and that the asteroids would be popable. Make those ice blocks with only 100-250 units per asteroid. Hell, make the high sec ones at most 100 units per asteroid and possibly make ice harvesting a profession again instead of a punishment or macro activity.

The continuation bit is just a flight of fancy for now as I know it’d mess with POS fueling and other ice product related activities.

Thanks,
-SK

Pan Fairchild
Atropos Asylum
Posted - 2008.10.15 07:18:00 - [110]
 

/signed

With a grumble if it does change, a system like this would probably have saved my first character (a miner) from reprocessing.

Current limitations (and robotic feel) of game-play for miners restricts the character to isk alts for the most part. A new frontier should at least have a semblance of a gold rush.

Abrazzar
Posted - 2008.12.06 20:20:00 - [111]
 

Well, from the looks of things some ideas from this thread and other similar ones made it into the development pipeline. I'm really curious how many ideas made it and in which shape they'll get implemented.

Thanks to everyone involved, in this thread and at CCP. Very Happy

ShadowDraqon
The Quantum Company
Independent Faction
Posted - 2008.12.09 23:45:00 - [112]
 

I like it. /signed

Did not have the endurance to read the whole thread, so this might have been posted before but...

Idea
How about having less belts at planets and more of them in a circle around the sun, like the belt between Mars and Jupiter in real life. Anything in that belt would have to be scanned to find it. Also, some ores would only be in the big belt, and others only in the rings around gas giants.
/Idea

Just a thought.

Ancy Denaries
Posted - 2008.12.10 06:33:00 - [113]
 

Originally by: Abrazzar
Well, from the looks of things some ideas from this thread and other similar ones made it into the development pipeline. I'm really curious how many ideas made it and in which shape they'll get implemented.

Thanks to everyone involved, in this thread and at CCP. Very Happy


I took the liberty to promote some of your ideas at the industry roundtable at Fanfest. Hope you don't mind. Although it seemed Chronotis was already on the ball with those things :D

There's some quality suggestions here, Abrazzar. All respect to you for coming up with them!

Also, there's some rabble in rabble here.

Elizabeth Bowen
Caldari
Laputa Incorporated
Posted - 2008.12.14 00:19:00 - [114]
 

Originally by: Jason Travers
Though your idea is interesting, let’s look at the reproductions of such. For one thing, the mining of specific ores would drive the prices of everything way up.
<bandwidth sacrifice>



You say that like it's a bad thing. Seriously, the price of high-end ships should be through the roof. Remember, these are vessels that are, supposedly, so costly that it requires the resources of entire systems, even of entire alliances, to create and support them.

Besides the fact that this proposal goes part-way toward supporting that, I like it because it brings the adventure back to mining. One of the things I like about mining is the exploration aspect, and this goes a long way toward supporting that.

As long as I can use what I learn when exploring belts, and know that, the more I skill up with mining, the better my results when harvesting those ores, I don't see a downside to this.

Barbara Nichole
Cryogenic Consultancy
Black Sun Alliance
Posted - 2008.12.15 07:33:00 - [115]
 

Edited by: Barbara Nichole on 15/12/2008 07:34:22

Quote:
Alloys are basically more or less compressed minerals


less.. they are man made composites of multiple minerals.. meaning mining for alloy would be problematic at best. There maybe naturally occuring alloy but probably not in the quantity or types needed by builders.

If I'm mining and I am lower level or even not I would just take everything.. tailings and all to someone who could refine the ore out without loss.. where is the waste? Yes, this may take longer.. but everything .. is everything. In this case "ores reduced by one third to one half" wouldn't make sense to me.

Quote:
As you can see this will require you to mine a lot of ore in order to get good amounts of rarer ores.


Having to mine a lot more ore means it will take more time, adding a lot more expense for building things that require these ores.. be prepared to pay.

Vicious Merquise
Posted - 2008.12.15 23:08:00 - [116]
 

lol Its like all these ideas are great, but mine are even better. lol
Now just to see if were all on the same page or wanting to total revamp the whole mining system as a whole. I call for a painting.

Lets add a system and say within this system there are mining belts and in these mining belts contain big fat rocks that are colored, some glow and some don't now lets also say between those rocks is a transparent like highlighted colored crystal figure that when drilled too its end well explode with/effects! Now within that same spawn as time progress a new object appears. :O Oh no its not a rock or crystal its a piece of floating garbage or metal alloy bars/I-beams. In which you can be supplied with oil and metal stuff anyway so in conclusion,
OMGZ...WOWZ is that not the best mining idea ever? ^_^

What my idea just did was replace ur average rock design.
Added in a special effects to the space resources.
manifested the dullness with a bit of lighting and abstract art.
Created a new item or items ex:oil,metals,crystals, for more reason to mine things and construct.
All done randomly ^_^ there problem solved. :)

Mos7Wan7ed
Gallente
Dirt-Nap Ship Yards
Posted - 2008.12.16 01:17:00 - [117]
 

As a response to OP the ore yields idea just adds another layer to complexity to mining that the asteroid's mineral yields already gives us. They also limit the lower sp miners and reduce there chance to make income based on there skill.

Maybe when mining gets changed to content rather then being database driven then CCP can make mining more interesting and profitable. I think the best part of CCP's plan on moving mining to content based is planetary rings and more hidden belts. entering a system and searching for planetary rings, or probing for hidden belts can easily give you a feel of prospecting your looking for. But also why not asteroids that contain unrefined uranium that over time degrades a ships structure, or ice that contains things like oxygen. Why not a hidden belts that is fun for miners and PvE players at the same time; by having a structure that continually spawns waves of PvE ships. So much can be done when mining becomes content... i cant wait.

Elizabeth Bowen
Caldari
Laputa Incorporated
Posted - 2008.12.16 11:30:00 - [118]
 

Edited by: Elizabeth Bowen on 16/12/2008 11:30:30
I keep wondering about those people who talk about lower sp miners being penalized by this idea.

I am one of those lower sp miners, and I love this idea. Sure, it'll mean that when I'm out mining, I'm more likely to get veld, maybe some scordite, but how is that different from now, where if I'm in a high sec area, I'm going to be mining veld, maybe some scordite, unless I'm lucky enough to know the belts where plag and pyroxeres are hiding? The only difference I see here is that instead of having to search for the systems where those belts are, I have a chance of finding them in any system.

On top of that, lower sp miners aren't able to take advantage of higher end ores when refining right now, so this proposal doesn't penalize us there, either. No matter what, if you want to make decent ISK, you need to skill up. This proposal puts a little more adventure into mining than the current system, where the only adventure involved is watching out for rats and gankers.

I haven't seen anything in any of the objections posted so far that really makes sense from where I'm sitting. It all reads to me like the people objecting just don't want anything that changes the way they do mining now, and so are trying to cloak their objections in concern for us lower-skill miners. Well, as a lower-skill miner, I don't buy it. I would love to see this, or a proposal similar, enacted.

Axel Vindislaga
Posted - 2008.12.17 08:32:00 - [119]
 

Edited by: Axel Vindislaga on 17/12/2008 08:33:26
I like all that I have read here. Mining is critical to the games ecconomy and needs to be handled carefully and with a decent amount of forethought. I happen to mine for the most part solo in a 0.4 system. The fun and excitement for me are avoiding the swarms of newbie pirates Cool So this Idea that follows I do not approve of.

"In a ship running 3 lasers with crystals, having 30 seconds to make 6 easy adjustments would not be unreasonable. The increased difficulty to automate this process would be significant, and players who mine would be encouraged to participate more actively in the process, perhaps making it a little more palatable and entertaining for players who hate mining due to sheer boredom."

Mining IS fun and exciting to me as it is. My ideas that I offer are less to do with revamping current methods and adding ENTIRELY NEW FEATURES. I have quite a few to offer:

A: Automated mining Machines/nets/scoops they are deployed you return to collect the ore and must tend to them frantically to increase yield.

B: Collecting whole asteroids. New mining ships targetting new players interested in mining that make it fun and boost player count. These ships can place a "warp field" or bubble around small asteroids and return them to be processed. This idea also transfers to the "Towing Idea" this warp field can be used to tow ships in warp.

C: Docking and undocking is what the new as new mining players do and it BITES. I suggest that stations are provided with a "Drive Though" Facility whereby miners can warp to station then select "Deposit Ore" They then are presented with a brief in engine animation of their vessle passing through the ore dock and coming out empited with the ore now in their hangar.

D: Warp capable mining ferry drones. Lets give the inhabitants of New hmmm where is it again? ( should know that...why dont I know that? Put it in more powerfully to increase immersion.) Any way they are techy guys they would use Robotics and Andvanced computers to make life easier. So I think that it is not too much to ask that there be ferrying and courier services available for a fee. "I want the BP I bought in that station here where my materials are NOW" no dock undock required. Contact your courier service and BAM your BP has been delivered. A tiny blip of a ship shoots out of one station and goes to the other. The jump gate technology could be used in system for lesser purposes. They could be added in fancy systems to make them look ... hmmm Appropriate to the tech level of the times. It would also make an excellent feature for Ambulation.

I could keep them coming ALL DAY but I'll let anyone who read this off the hook and finish up. Cool


Axel Vindislaga
Posted - 2008.12.17 12:05:00 - [120]
 

One thing I dont get about the mineral disribution in Eve is that the rare and crucial ores are FARTHER away from the empires. In any real situation the Empires would be vying for control of the most crucial ores. Its backwards and makes no sense. I dont mind it but things that are backward and nonsensical break immersion. In fact you show me a place in RL where you can go freely pipe up some oil for personal use. Unranium anyone? Mineral rights are bought from the Empires that control the areas intended for mining and are heavily taxed.
I dont want to always have bad things to say about how low sec is run but I just got so much ammo. I personally DO refine loot and yeah I feel that is a little like cheating. And how hard is it for me to simply nip out and buy some ore? Not at all. In fact I do. I find NPC bashing repugnant (unless the AI is challenging) but have begun doing it.Sad For minerals


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