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Tres Farmer
Gallente Federation Intelligence Service
Posted - 2010.12.15 11:46:00 - [61]
 

Originally by: Venkul Mul
Originally by: Mara Rinn
Originally by: Venkul Mul
It could certainly be implemented, but replacing each belt with several exploration sites in a way that will not make them disappear from the systems where they are regularly mined and "migrate" to rarely used systems and pile there in the hundreds (as it happens today with the explorations sites) is not something "easy" and done "rapidly", so it is far from a low hanging fruit.

Moving the belts to grav sites that are "static" to the system will be necessary to move away from the requirement for DT to reseed asteroid belts - unless the belts are reseeded at random times through the day, so all the macros need to do is keep warping to the belt and sucking up the new rocks as they appear.

So we will be trading static belts for static grav sites? What will be the difference? Static is static, bookmark the site and it will be there forever.

'static' can mean 'fixed in space' or 'same content'

And the OP clearly states that he would prefer a system of rules for the creation of content above static content anytime.

The discussion about technical aspects of this are moot anyway as we have no clue how the server keeps track of all of this. The whole belt could be a ball with several stats that represent the roids, or each roid could be a ball by itself. Or nothing of this applies. Who knows.. besides CCP that is.

Originally by: Venkul Mul
And why you think that static grav sites would be better that static belts for DT?

Probably as gravimetric sites can be spawned any time and static belts only spawn during downtime and CCP said for migrating EVE to a 24/7 system they need to figure out a way for the belts and their DT spawn mechanic. Whether this was meant technical or game design wise is open to interpretation I guess

Gewrixlera
Posted - 2010.12.15 15:34:00 - [62]
 

Edited by: Gewrixlera on 15/12/2010 15:35:07
If we start from where the world is today, my thoughts are that static belts should be Veldspar only, and only in noob systems, and too small to be useful to regular miners.

The rest move to scannable grav sites, that appear as the anomalies (like the static complexes today) within 5AU of a planet. So you want to mine?
Undock in any ship, warp to a planet, hit the system scan.
Wait 30 seconds, get a list of grav belts and other complexes within the 5AU of the planet.
Bookmark them.
Redock - get into your mining barge, warp to your first bookmark.
Survey Scan to see the best density rocks to hit, target and go.

So you want to rat?
Warp to a planet, hit the system scan (or launch some scan probes).
Find the belts, bookmark them and start bouncing.

So you want to hunt ratters/miners?
Warp to a planet, hit the system scan (or launch a scan probe at max AU).
Find the belts, bookmark them and start bouncing.

I will admit this makes it easier for the attentive miner to gtfo before getting ganked, since you can't just enter local and warp to a belt - that makes it less ideal for the easy gank squad unfortunately.

I don't see how adding 60 seconds to your mining activity at the beginning is so detrimental to the mining career - and I have a mining alt as well...

Envious Position
Posted - 2010.12.16 03:50:00 - [63]
 

How about roids that move?

Might make for some more interesting fits / mining ships if some of the more interesting roids were moving at a good 500-1200+m/s.

Or as someone suggested in another proposal, vintage-style fields where you have to use a scout and d-scan to track down off-grid roids.

Saju Somtaaw
Kagan-Kincaid Enterprises
Posted - 2010.12.18 03:49:00 - [64]
 

While I'm not 100% in agreeance with this the idea of nixing the belts and moving to clusters is something I can support 100%. Maybe make barges/exhumers/orca/rorqual have a "special" scanner that finds the clusters and only the clusters in 10 seconds instead of 30 seconds.

Maxsim Goratiev
Gallente
Imperial Tau Syndicate
POD-SQUAD
Posted - 2010.12.18 10:26:00 - [65]
 

Edited by: Maxsim Goratiev on 18/12/2010 10:26:14
Originally by: Aeo IV
Quote:
This is not about macro miners. Macro miners will appear everywhere. Short of adding captchas to every station's docking bay doors, there isn't a whole lot we can do about it.

Secondly... This is not about profitability. I'm not going to argue about if I think mining needs to be a bigger moneymaker. Mining touches on every part of the Eve economy, and I'm not about to go poking that hornets nest with a sharp stick. Finally...


Despite this, I think these two issues are tied in to the over all problem of mining in EVE: mining shouldn't be so easy a bot should do it, and mining's profitability should rely on player skill to a degree.

What if, for example, every asteroid was made up of ore+crud? When you go to mine an asteroid, the beam hits the rock and a mini window pops up. Using this mini window, in which the player rotates the rock with their mouse, trying to keep the laser on the ore, and away from the crud. Each mining laser has a different radius, and different numbers of beam widths', which allow the miner to narrow the beam for those tighter to reach places, and widen it to grab those nice deposits. Whenever a cycle finishes, you get some ore, some crud, and some crud encrusted ore. The crud can be ejected wholesale, but the crud encrusted ore can be refined, but at lower yield, at a station.

When the surface deposits are gone, you use a 'blaster' to clean a crud layer off of the rock, and see what's under it, and continue from there. Blast a rock too many times, or too liberally and you'll lose yield, or even destroy the rock completely without getting any ore.

However, the system should be optional- the game will try to 'mine' for you, but it's very poor at doing so, only using one or two beam width settings and more or less bulldozing the surface of the asteroid. Naturally, this is easier, but ultimately results in less yield.

tl:dr version: I'd like to see a version of mining which, rather than your average mining set up for a barge being striper on high, random meds, and cargo expanders on lows, a system where one might have a barge with a single mining laser, and several 'tool' modules that help you extract the ore indirectly, in the same way a nos, neut, webber, or scrambler indirectly helps pvper make kills.

Actually that'sa decent idea i think. the Ai simply mines the entire rock, no matter what.Miner can direct the beam and get the spots right

Actually, this idea would also get rid of many simpler macres out there, since more intelligence is required.

I never like mining cause it is to damn boring. Improvement really needed.

sthymj
Eternity INC.
Goonswarm Federation
Posted - 2010.12.18 10:53:00 - [66]
 

Yes please, mining needs some love

Kogh Ayon
Posted - 2010.12.18 11:21:00 - [67]
 

interesting

Niklas
Posted - 2010.12.18 17:54:00 - [68]
 

Edited by: Niklas on 18/12/2010 18:02:00
Originally by: Venkul Mul
Nice tale, but what could work in a universe with 2.000 concurrent users don't work in a universe with 50.000 concurrent users.


Mining is mostly the same now as it was then, minus this example. It worked for 2,000 concurrent users. Apparently it can't work now...

It would be fine. You'd have to adjust the difficulty/rates of finding stuff, and bump up the rate of mining since you'll be splitting your time between mining and scouting, but other than that it would work fine.

Quote:
Your miner d-scanning the asteroids would be picked in seconds by any guy with a probe hunting for ships and the drop in mineral production will push most players in frigates while the "old guys" with plenty of ships in the hangars would be the untouchable rich.


My miner is dscanning in a fast scout ship, because thats the only way to get to them in a reasonable time. Sure, I got scanned down easy. Also got mad speed, and the seconds it takes to warp to me moves me many KM past web and scram range.

So. Lets make it hard. We'll do this in low sec so I can't watch for neuts/reds and have no intel window. First,they have to have a prober AND a frig or inty of their own to catch me since the probe launcher will absolutely gimp any frigate. Then they have to actually want to bother trying to kill a frigate or interceptor. Then they have to warp to me fast enough to be in range when they land, since they warp to where I was, not where I am. Then they have to get a point on me quick enough for me to not warp out.

And after all that, if they do catch me.. I lost a frig or interceptor.

I'm not worried.


Heres pretty much what I'd love to see..

-Belts are nerfed, and don't have much ore at all, and what it does have are the low rent stuff.

-In high sec/lowsec, grav sites become much more common.

-In null sec, they remain uncommon. Instead Anoms, and a new class of mining anom, provide the majority of the phat minerals.

-Profitable asteroids can appear in any mission, signature, anomaly, complex, etc. Not a whole lot, but enough to pique the interest of a minor and get him out there to make a few millions.

-Asteroids are labeled as they currently are, but asteroid content becomes variable. That may be veldspar, but it may have a 10% chance per cycle of spitting out Bistot too. Only way to tell is with a scanner, or to simply mine it.

-Ore grades go from being 5% and 10% improvements to 100% and 300% improvements on refining yield. They are the faction and officer spawns of mining. Rare things that are awesome, but not at all a reliable income. You'll want everyone to keep an eye out, because they can appear anywhere, without warning.

-Rogue asteroids often appear outside of belts/anoms/sites, and can be scanned down with dscan. They have improved chances of being quite sizeable and/or higher grade.


All of this would improve the discovery aspect of mining. Minerals are found all over the place, and miners would welcome a call that an anom runner or complex runner found a nice rock for them. Grav sites would be reliable producers, but they are not all created equal, so you may just skip over a particularly crappy one. With the hidden contents, however, a belt that looks good initially can be bad, and a belt that looks atrocious might have a hidden jackpot.

The goal is to limit the sedentary style of mining. You would have to keep active, searching for new spots, scanning them once you found them, and keeping tabs on chats to see if any opportunities crop up. No more sitting in a belt for hours on end dragging ore to a jetcan. Mining ops are organized because someone just found a giant grav site, not because its tuesday. If you did have a mining group going, you'd need scouts out and about searching for more.


I have no idea what can really be down about the process of mining itself that wouldn't smack of an obnoxious minigame, so I will ignore that.

Meridian Siri
Posted - 2010.12.18 21:12:00 - [69]
 

Used to mine quite a bit in the past and would do so again if there was much profit/less tedium. I like the idea of using exploration-like mechanics or simply more effort from the player to optimize mining and make it both more interesting and more profitable (if you are an actual human doing the mining).

Venkul Mul
Gallente
Posted - 2010.12.18 22:49:00 - [70]
 

Edited by: Venkul Mul on 18/12/2010 22:53:53


Quote:
Quote:
Your miner d-scanning the asteroids would be picked in seconds by any guy with a probe hunting for ships and the drop in mineral production will push most players in frigates while the "old guys" with plenty of ships in the hangars would be the untouchable rich.



My miner is dscanning in a fast scout ship, because thats the only way to get to them in a reasonable time. Sure, I got scanned down easy. Also got mad speed, and the seconds it takes to warp to me moves me many KM past web and scram range.

So. Lets make it hard. We'll do this in low sec so I can't watch for neuts/reds and have no intel window. First,they have to have a prober AND a frig or inty of their own to catch me since the probe launcher will absolutely gimp any frigate. Then they have to actually want to bother trying to kill a frigate or interceptor. Then they have to warp to me fast enough to be in range when they land, since they warp to where I was, not where I am. Then they have to get a point on me quick enough for me to not warp out.

And after all that, if they do catch me.. I lost a frig or interceptor.

I'm not worried.


And you will be mining in a interceptor while running a mad speed, right? Rolling Eyes

Niklas, as others in this same thread, your proposal are potentially good for the single miner, very bad for corp level mining.

Why you guys are so keen on nerfing mining operations?

And you really think that there will be a large number of people willing to alt a mission, get a mining ship to gather the random valuable ore and then restart?
For people running missions generally the asteroids are a nuisance that is immediately removed from overview.


Deliceous
Lone Star Exploration
Lone Star Partners
Posted - 2010.12.19 00:13:00 - [71]
 

I would keep the current Belts in place but add to it

Often Mining is used as a something you can pay a small amount attention to to do, waiting those 3 to 1.5 minute cycles if you are using strip miners depending on boosts
This is from my experience from Null sec and makes a nice entry step for newbs

I would recommend adding though a Layer of content beyond this, more scanable belts, a secondary mining mechanic that needs to be adjusted every 15 seconds to keep the mining yield of ore to a maximum

As more entertaining side effect. Mercoxite is the only one with Gas clouds which makes hauling and mining a little more tactical when it pops up. Even though they are currently Sure easy to avoid. A small cow paddy in the middle of the belt was entertaining

Niklas
Posted - 2010.12.19 14:12:00 - [72]
 

Edited by: Niklas on 19/12/2010 14:15:17
Originally by: Venkul Mul
And you will be mining in a interceptor while running a mad speed, right? Rolling Eyes


No, I will have put up the interceptor or frigate, then be out mining with dscan up. Or, if in nullsec, simply local and intel up. Exactly like now, with the added benefit that they can't just warp to a belt to find me.

Quote:
Niklas, as others in this same thread, your proposal are potentially good for the single miner, very bad for corp level mining.

Why you guys are so keen on nerfing mining operations?


I'm not keen on nerfing them, but I would like to see them as more of an event. As I said.. A mining op should exist because some really nice grav site was found, not because its Tuesday.

Heck, add some excitement to the process.. A scout finds an amazing grav belt, but its unstable and will break up in 2 hours. Hugely profitable though. At which point the corp/alliance should be dropping everything and have an all hands operation to gather as much good stuff as possible before the belt poofs, with people on hand to watch gates, haul, and needing rorqal support because like as not this isn't in a system with a station handy.

Group mining ops should occur when you find something special, just like how group combat ops occur when you find a complex.

For normal ops, because it is indeed Tuesday, you would still be able to mine in groups, but you would need a dedicated scout out searching for new sites because you are burning through them so fast. You may have to leave system, meaning, again, Rorqual support is needed.

It becomes rather more like NPC hunting, in that you can't just warp to a belt and get spawns for the next 8 hours. You have to be in constant motion, out searching, finding new ones to kill.

Quote:
And you really think that there will be a large number of people willing to alt a mission, get a mining ship to gather the random valuable ore and then restart?
For people running missions generally the asteroids are a nuisance that is immediately removed from overview.


No. I would expect them to, during the course of their mission, glance at the roids and see if anything fancy is there, then tell that to other people who might want to come and mine it. Some may come mine it themselves, and some may not bother at all. If its valuable enough, they may even sell the location.

The fact that the asteroids already exist there, but are dismissed out of hand without so much as an inspection is a problem, not a good thing.

sYnc Vir
Caldari
Wolfsbrigade
Posted - 2010.12.19 15:58:00 - [73]
 

Okay so if im getting this you want to make all belts grav sites. ATM you cant use the Dscan to find grav sites. You need a probe ship and skill training in such to find anything worth the time it takes moving a hulk and orca to mine the damn thing.

Are you saying it would be made easier to find grav sites using the Dscan? Or are you saying that every mining whos done months of training for a hulk, paid for a second account spents months training an orca pilot now have to train to probe as well?

Cause I dont wanna train for probing. Its not something im interested in. I dont think its even beinging to come close to being fair to expect miners to now start probe training.

I get people want a couple of twicks made but unless the Dscan is changed or a mining module made for hulk pilots to use. Belts have gotta stay. Not to mention they are a field for PVP in low sec.

Niklas
Posted - 2010.12.19 16:06:00 - [74]
 

Belts would still exist, they'd just have low grade ores. Not very profitable, because they are not very challenging to find, and are everywhere.

There would be a range of mining opportunities from simple belt mining that any day 1 newb could do, to rare highly valuable grav sites that are difficult to probe and have a very tight time limit on them needing a fast response by a lot of people in many assorted ships to take full advantage of, with the payoff varying accordingly.

You don't want to learn to probe or dscan? Thats fine. You shouldn't have to. You should make plenty less money though, since you don't want to add to your effort or skill investment.

sYnc Vir
Caldari
Wolfsbrigade
Posted - 2010.12.19 17:13:00 - [75]
 

Originally by: Niklas
Belts would still exist, they'd just have low grade ores. Not very profitable, because they are not very challenging to find, and are everywhere.

There would be a range of mining opportunities from simple belt mining that any day 1 newb could do, to rare highly valuable grav sites that are difficult to probe and have a very tight time limit on them needing a fast response by a lot of people in many assorted ships to take full advantage of, with the payoff varying accordingly.

You don't want to learn to probe or dscan? Thats fine. You shouldn't have to. You should make plenty less money though, since you don't want to add to your effort or skill investment.


Mining in high sec is already low income, and Probing grav sites which i have done with limited skills on another toon I have has found me some omber, but seeing as thats already minable in Gal space. Probing was pointless.

Bunyip
Gallente
Center for Advanced Studies
Posted - 2010.12.20 03:22:00 - [76]
 

Edited by: Bunyip on 20/12/2010 03:30:16
The belts to scan sites idea is nice, but it would penalize the new player unless changes were made. I had the same idea when I was in the CSM, but it never got to CCP.

If we gave all barges and exhumers a special onboard scanner to find grav sites with the onboard scanner, it might work. The other ships have to either use two ships to find the site (a scanner and a miner) or use one of the high slots (like the mining cruisers), we might have something.

To go with this, all belts in .8 and below would have to go to grav sites, including ice belts. The ice belts idea is described in my POS redesign, but it would work for normal mining sites too (just without the damaging effects).

In exchange, we would have to prohibit the specialized mining vessels from entering 0.9 and 1.0 space so the belts would still be there when new players got there. This would breathe new life and new value into mining in general, as well as low-sec mining.

This would only be the first required change for mining to become exciting again. Others I've read which I agree with include heatmaps for asteroids similar to how PI does it, and requiring a player to drill through the rock before he got to the ore.

In either case, Mining is in dire need of a revamp, and this seems to be a good way of doing it. Supported.

Sadior
Posted - 2010.12.22 14:48:00 - [77]
 

very interesting

Kalin Dyse
Posted - 2010.12.23 08:23:00 - [78]
 

Edited by: Kalin Dyse on 23/12/2010 08:25:56
An idea I had was sub-targets on asteroids. In essence as you mine, different parts of the asteroid become fractured and more accessible, while other areas become less stable and likely will cause loss of yield. So every few seconds (anywhere from 10 seconds to a minute) a "hot spot" pops up on the asteroid and you have a short time to target it. This would focus your mining laser(s) to the best spot to mine and give a bonus to your yield. If you continually miss the "hot spots" your careless mining will cause damage to the ore and lower the overall value of that asteroid.

There could be a new skill "Uber targeted mining operations" 10% increase to the bonus yield per rank. Level 4 skill.

It could also be tied into the survey scanning module. So that instead of random spots popping up every time you scan the asteroid would also be checked for the best spot to mine. Though that might complicate things.

Edit - This could be made automatic for mining drones. So that they target what you target and benefit from the bonus. If you don't do anything, then just like your lasers, the mining drones would suffer from loss of yield.

Deperem Mac
Amarr
Amarr Space Purification

Posted - 2010.12.23 23:05:00 - [79]
 

Edited by: Deperem Mac on 23/12/2010 23:05:52
I like the ideas being thrown out in this thread. I think that making the act of mining more engaging and complicated would not only weed out the 'moderates' and detestable afk miners, but would make the truly dedicated miner even happier with their chosen profession. As a side-bonus, it could make today's mining bots obsolete, requiring a complete reprogramming of them. There would, of course, be a short-term market knee-jerk reaction, but things would quickly stabilize, and perhaps mining could even become more profitable due to the moderates and afk'ers being gone.
I started out as a Miner, but due to the boredom, I now have a Hulk and a Mackinaw collecting dust in hangers somewhere while my Orca has become a loot transport. I now run L4's to raise funds for pew-pew with my alts and POS activity . It would be nice to go back to my roots for a change in pace when I felt like it, without feeling the urge to pluck out my eyes after half an hour, just to break up the monotony. Very Happy Big support for the idea of a major mining overhaul.

Ath'daru
Minmatar
Jazz Associates
Imajiaca
Posted - 2010.12.28 11:47:00 - [80]
 

Cannot support this. Mechanics are good as it is, thx.

Decus Daga
Black Thorne Alliance
Posted - 2010.12.28 14:34:00 - [81]
 

nice ideas abound in this thread.

MaxCpt
Dead poets society
The Laughing Men
Posted - 2010.12.28 16:16:00 - [82]
 

Some very interesting idea's going on in this thread. Support.

Doug Garvin
Posted - 2010.12.29 20:17:00 - [83]
 

Your in the wrong forum. They dont want to hear any idea the may disrupt the macro mining bots.

Mara Rinn
Posted - 2010.12.30 03:53:00 - [84]
 

Originally by: Bunyip
The belts to scan sites idea is nice, but it would penalize the new player unless changes were made. I had the same idea when I was in the CSM, but it never got to CCP.


Probing has changed since then, hasn't it? Now any noob with a few hours spare can train up the required skill levels to fit a core probe launcher to their mining ship or hauler and hunt down hisec grav sites.

Corp operations will no doubt have a dedicated prober, who can be hunting down grav sites for the corp in addition to the usual exploration goodies.

I would be especially keen to see procedurally generated grav sites rather than the same layout of green haze, coral rock structure and a dozen kernite asteroids.

Trebor Daehdoow
Gallente
Sane Industries Inc.

Posted - 2010.12.30 17:29:00 - [85]
 

Edited by: Trebor Daehdoow on 30/12/2010 18:43:28
I am generally in favor of iteration of mining, both to make it more interesting for players and to make it more difficult for bots. While it is entirely unclear what the best approach is, some of the ideas in this thread are very interesting and worthy of consideration -- in particular those that permit active (as opposed to AFK) players to achieve superior results.

That said, as always there is the issue of resource allocation -- CCP has limited developer resources and everyone wants their pet project to get done. But mining ought to get a higher priority than at present.

Towards that aim, perhaps the best way to proceed is, instead of proposing particular fixes (except as examples), start collecting a list of problems that a mining iteration could address, and benefits for doing that iteration.

Apart from the obvious benefits (anti-bot, more fun, etc), consider how a mining revamp might affect noob retention. Since this directly affects CCP's bottom line, a good argument along these lines will carry weight.

Brunaburh
Posted - 2010.12.30 18:12:00 - [86]
 

Edited by: Brunaburh on 30/12/2010 18:19:30
Mining as an activity is seriously mindless. Many folks like it that way (especially the botters, obviously). But is it more mindless than missioning? Even in an L4 mission, you have a scripted set of responses to a scripted set of actions, it is only slightly more interactive because you have to change targets (and I hear bots can do missions, so that isn't a fix).

The volume of minerals should decrease as system security status increases - and the rocks should be farther apart. That means 1.0 and 0.9 systems are really for new players to get started, and a mining cruiser moves more effectively than a barge, so also tailored for smaller volume of minerals. Once you get to 0.7 you have more traditional volumes of minerals, and perhaps clusters, so it makes sense for 1-2 barges to work together. Only in 0.5/0.6 systems would the asteroids be clustered and in such volume that having a large group of miners is practical. Of course in losec the clusters would be larger, and the quality/availability of minerals should increase as well.

With the redistribution, it becomes important to keep mining a viable activity, and now realistically possible in losec.

I like the ideas about moving away from belts and to scannable sites.
I also like the idea that barges could have on-board scanners that ONLY detect grav sites in 10 seconds or so.

Finally, I think that the mineral scanner should be a required tool to find the type of asteroids once in a belt. Also, asteroids could have multiple mineral types within them, which have to be chosen when using the Survey Scanners. So on the overview you see merely asteroid objects (which you could just target and mine, resulting in Veldspar only), while with the survey scanner you see different minerals in the same asteroid, and you can choose to mine each one, regardless of it's quantity. So a scan in a 0.7 system on an asteroid results in something like this: Asteroid - Veldspar 60 | Dense Veldspar 30 | Concentrated Veldspar 10. Then you can select which ore you want to mine from any given asteroid, and rather than deplete the whole asteroid you can just mine out sections. (yes, this bit is far from perfect, but hey, ideas on how to make it more interactive...)

I don't think barges should be excluded from 0.9 and 1.0 systems (can you imagine not being able to buy and move a Hulk in Jita????), but if the rocks are so small and so spread out that it's a lot of work just to fill the 3,000m3 hold of a Retriever, they won't be used there except for new players who just got them.

Mining lasers should not shut off when an asteroid is depleted, and the rock should not disappear. They should simply cycle repeatedly, and some sort of notice each cycle end that no minerals were extracted. This prevents complete AFK/bot nature to some extent, since you need to pay attention to your game a little.

And now I'm rambling, so I'm done...

Black Dranzer
Caldari
Posted - 2010.12.30 18:26:00 - [87]
 

Originally by: Trebor Daehdoow
Towards that aim, perhaps the best way to proceed is, instead of proposing particular fixes (except as examples), start collecting a list of problems that a mining iteration could address, and benefits for doing that iteration.
As much as I'd love to do this, there really aren't any problems with mining. It's a perfectly functioning system, it's just boring.

Wraithik
Posted - 2011.01.06 20:13:00 - [88]
 

Agreed...mining WAS terrible. I used to do it b4 realizing that everyone I was mining with was either AFK or a bot.

Mara Rinn
Posted - 2011.04.04 20:39:00 - [89]
 

Originally by: Venkul Mul
So we will be trading static belts for static grav sites? What will be the difference? Static is static, bookmark the site and it will be there forever.


I think you misunderstand the nature of "static exploration site". Talk to a w-space inhabitant about how successful they are at bookmarking their "static" wormholes and warping to the bookmark anytime they want to find the static wormhole in the future.

Thus a static grav site would continually respawn in a particular system, constellation, or region (i.e.: site A might be a static system site, site B might be a static constellation site, etc). The respawn timer will control the maximum extraction per day.

Quote:
And why you think that static grav sites would be better that static belts for DT?


Static grav sites will respawn at any time. Current celestial belts are only repopulated during DT. Switching from celestials to static exploration site will remove the need for DT in this small portion of the game.

Spazz21
Rage For Order
Nihil-Obstat
Posted - 2011.04.04 23:34:00 - [90]
 

Very nice, be nice to make Mining more enjoyable, especially Ice Mining.


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