Layna Altol
EVE University Ivy League
1
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Posted - 2013.05.22 20:14:00 -
[1] - Quote
Hi All,
I had an idea that could potentially work well as a compromise for those that are less-enthusiastic about mining as it stands:
Spec: I propose that mining effectively be split into two systems: Active Mining and Passive Mining
Active Mining: Asteroids are objects, just like stations, wrecks, and other ships. It makes sense that they should, in some way, be effected by weapon systems in addition to dedicated mining systems. I would suggest that weapons deal damage to an asteroid, this causes a chunk of the asteroid to break off, proportional to the strength of the weapon used. This chunk could then be mined normally, or scooped like a wreck or canister.
Key Functions:
- Asteroids have a set amount of "hull" as this is lowered, proportional chunks of the asteroid split off (100 damage on a 1000 hull asteroid would launch a chunk with 1/10 the volume of the total asteroid)
- New degrees of asteroid types would be needed. I propose 3 "diminished" variants at -10%,-20%,and-40% refine based on the 0% variant's yield. the chunks of asteroid launched from the main piece would be of the diminished type, the remaining asteroid would stay at the higher grade variant
- diminished chunks would have to be flagged as both lootable and mineable objects. The volume of loot they take up and carry would be equal to the volume of the full chunk. (if the asteroid in the above example had a volume of 5000m3, the initial chunk shot off of it would have a volume of 500m3)
- diminished chunks could be further shot to be lootable by small ships - each additional chunk would have proportional volume to the previous chunk, and would move futher down the diminished variants tree (could possibly require a couple more variants for extremely low yields, perhaps a -80% variant as well)
- breaking down a chunk too far (say 3-4 steps) would cause the resulting chunk to be a useless rock, and unrefineable
- To have less of an impact on traditional mining, this could be unique to specific Ore exploration sites (perhaps those specific asteroids
Challenges:
- Extensive testing/modeling would need to be done to ensure that this method of mining would have less yield over time than traditional mining, to make traditional mining still desirable
- The initial impact of the system could cause a drop in the relative prices of minerals and asteroids
- There's an open gap in the system, where a player or fleet could fly around, shoot up a ton of asteroids, and leave behind just low-yield chunks, lowering the value of potentially entire systems of minerals. This could however, be a good thing, as it could generate "supply raids" in home and nearby systems of fleets going in trying to disrupt a Corp's economic backbone, at least for a day or so
Example Scenario: Say I'm a couple hundred tritanium shy of a manufacturing order - oops I bought the wrong amount, it happens because I'm not extremely meticulous in purchases. I hop into my quick frigate, atron,punisher, what have you, fly to a nearby asteroid belt, shoot a couple chunks of Veldspar off, pick it up, and go home for a quick refine.
Passive Mining: Mining as it exists today, with 0,+5,and+10 variants, slower than active mining, but with a higher payout over time. |