Pages: 1 2 3 4 [5] 6 7 8 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
foobarx
|
Posted - 2009.09.13 00:23:00 -
[121]
Originally by: Super Whopper Edited by: Super Whopper on 12/09/2009 05:36:21 Nerfing lvl 4 mission loot will have an immediate effect on the supply of minerals, Trit will go beyond 4.5 if CCP nerfed drops. To force people to stop hugging lvl 4 missions, as if there is no tomorrow, ccp need to nerf the reward from these missions. They want people to go to 0.0 but don't want to give them a reason to do so. It's stupid and it's been said repeatedly for years. CCP have already, several times, nerfed mission loot but, as long as they don't nerf the bounty rewards nothing will change.
They already nerfed the bounty rewards. Twice. From the industrialist's perspective the amount of minerals mission runners get is far more damaging than the bounties. Bounties move ISK from the ether to mission runners' wallets. T1 loot drops move ISK from miners' wallets to mission runners' wallets.
Let me echo everyone else and say T1 loot drops need to be removed. Even the meta 1-4 items should be LP rewards instead of loot drops. I say this as someone who primarily runs missions. I get more minerals running L4 missions than I can get mining in a hulk (with nearly maxed skills) for the same amount of time. This is ridiculous.
It causes another problem, too. Take a stroll around lowsec sometime - it's just a bunch of pirates hunting other pirates (in FW gangs, usually) and a bunch of alts tending silos. The mid-level ores that used to be mined primarily in lowsec aren't worth bothering with. Part of the problem is the almost-instant scanning system, but the major problem is the reward for mining in lowsec is far, far, far too low in comparison to the risk. Put me in the camp that says mining should be the only source of minerals.
|
Amodeus Dralnalak
|
Posted - 2009.09.13 00:36:00 -
[122]
Mining and Containers How about a very large anchorable container that can be locked, but which doesn't fit into a normal cargo hold? You have to have a specific type of industrial to carry it as an external container. Basically, the ship is a big engine with a backbone leading to a bridge at the other end. The pod fits in the middle. The ship flies out, drops and anchors the pod, then returns to the station. Later it flies out, picks up the pod, and takes it wherever.
To help balance the use, the pod would not be movable with normal tractors and would have a much shorter lifespan than the secured containers in use now.
There are trucks that basically work this way in the real world, so why not space ships?
Station Containers I would also really like to see station containers' contents through assets. Using multiple station containers makes sorting and storing so much easier, but then you have to use a third party ap to access your materials.
Perfect BPs Have some way for BPs to register as "perfect" so that people can stop researching them. At this point, there is no matieral waste and you no longer can research on them.
|
Kaylee Juuna
|
Posted - 2009.09.13 01:58:00 -
[123]
Originally by: Amodeus Dralnalak Mining and Containers
Something like this?
http://i172.photobucket.com/albums/w30/ponchato/UEFT3AirTransport.jpg
|
Coriolis Chandrasekhar
|
Posted - 2009.09.13 06:26:00 -
[124]
-Gas harvesting barge
-Fix the ORCA corp bay...so that non-corp members can draw from it if in fleet (doesnt work right now even with the allow fleet use options)so that the pilot can name and set permissions on the tabs instead of inheriting from the corp
-Player-produced cybernetic implants
-T2 Mining Drones can mine Ice and Gas. Well, at least Ice. T2 mining drones and gas clouds that make big BOOMS could make for dead T2 mining drone.
....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.
|
Alexeph Stoekai
Stoekai Corp
|
Posted - 2009.09.13 12:25:00 -
[125]
Originally by: Coriolis Chandrasekhar
-Player-produced cybernetic implants
Oh, man. I've been accepting this issue for so long that I completely forgot about it.
Please CCP, pretty please with beers on top, allow us to produce cybernetics - maybe even T2 and T3 implants. -----
|
BlondieBC
Minmatar Galactic Exploration and Missions
|
Posted - 2009.09.13 14:38:00 -
[126]
I would like to see a small structure called a "personal hanger array" on POS's. Say 10% of the size of the current hanger, and useable by only one person. This would make secruity much easier. Also make outside of the shields, so it does not mess up the existing POS Security.
|
BlondieBC
Minmatar Galactic Exploration and Missions
|
Posted - 2009.09.13 14:44:00 -
[127]
Originally by: Jonathan Calvert Give us a better way to secure corp assets, specifically in POS. Let us setup stores, so that people can buy goods from us based on reputation, not price. Allow us to modify prices by standing: deny, discount, tax. Let us setup up job batches, so I dont have to click 10 times for each bpc.
I would like audit logs to help track who is taking items form a hanger. And i would like a way to limit the number of items a person can take per hanger per day. For example, way to stop someone from taking all the minerals or all the ships from a hanger.
|
BlondieBC
Minmatar Galactic Exploration and Missions
|
Posted - 2009.09.13 14:53:00 -
[128]
Originally by: JitaPriceChecker2 Edited by: JitaPriceChecker2 on 11/09/2009 08:25:26 Edited by: JitaPriceChecker2 on 11/09/2009 08:13:33
* Minable moon minerals (not automaticated) from somewhere else that static moons.
Please make a module that will let a ships (say transport) steal the moon mineral stream going to a POS. This will force people to occupied systems.
|
Echo Mande
|
Posted - 2009.09.14 13:18:00 -
[129]
Edited by: Echo Mande on 14/09/2009 13:18:35
Originally by: Amodeus Dralnalak Mining and Containers How about a very large anchorable container that can be locked, but which doesn't fit into a normal cargo hold? You have to have a specific type of industrial to carry it as an external container. Basically, the ship is a big engine with a backbone leading to a bridge at the other end. The pod fits in the middle. The ship flies out, drops and anchors the pod, then returns to the station. Later it flies out, picks up the pod, and takes it wherever.
To help balance the use, the pod would not be movable with normal tractors and would have a much shorter lifespan than the secured containers in use now.
There are trucks that basically work this way in the real world, so why not space ships?
The quickest way to implement this would be to allow freighters to launch/anchor/access General Freight Containers (and only GFCs, except at a POS) in space and to create secure GFCs. That would give you secure 120K m3 storage (4.3 jetcans) in belts. Whether freighter pilots would really be willing to take their big and expensive bubbles into belts is another matter.
All in all I'm in favor since it'd allow freighters to load ore&stuff at safespots/belts in stationless systems.
|
Max Thorus
|
Posted - 2009.09.14 13:41:00 -
[130]
Originally by: Amodeus Dralnalak Perfect BPs Have some way for BPs to register as "perfect" so that people can stop researching them. At this point, there is no matieral waste and you no longer can research on them.
Or add a general research cap, when a BPO hits the 0% waste/point of no time improvement. (Have to many people in my Corp, who research ME 200+ for a BPO, that is perfect at ME8.)
Adding a player defined cap will be to much data that has to be safed.
|
|
JitaPriceChecker2
|
Posted - 2009.09.14 13:56:00 -
[131]
Originally by: Max Thorus
Originally by: Amodeus Dralnalak Perfect BPs Have some way for BPs to register as "perfect" so that people can stop researching them. At this point, there is no matieral waste and you no longer can research on them.
Or add a general research cap, when a BPO hits the 0% waste/point of no time improvement. (Have to many people in my Corp, who research ME 200+ for a BPO, that is perfect at ME8.)
Adding a player defined cap will be to much data that has to be safed.
Its a sandbox. If poeple want to waste their money ,time reaserching the game mechanics should allow them.
|
XXSketchxx
Gallente Remote Soviet Industries
|
Posted - 2009.09.14 14:51:00 -
[132]
Originally by: JitaPriceChecker2
Its a sandbox. If poeple want to waste their money ,time reaserching the game mechanics should allow them.
_____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
|
Mineritah
|
Posted - 2009.09.14 15:32:00 -
[133]
Having recently set up two POS' for research, my feedback as well:
* Flogging a dead horse POS post, seriously
* Allow players to launch jobs from their own hangars and paid from their own wallet for corporate or alliance POS' rather than the shared corporate hangar / wallet
* Public rental of lab slots, open it up and let competition reign
* POS pellets with a BPO to create them in small, medium, large variants with race variants
* Giant secure anchorable containers that really are large (30k) to eliminate can flippers for competent pilots (perhaps require Anchor IV or Anchor V)
* Make Covetors less of a PITA to train for as there is not much reason besides ISK to not just go for the Hulk less than 1 day later
* Gas strip miners for WH ops
* ORE barge strictly set up for hauling ore (large ore bay only - say 50k plus skills)
Other thoughts but not as strong as the above sentiments:
* Corp store: Drag / drop quasi-store option via the corp hangar if there will not be a full blown store. When you drag it, it prompts you for the price and a yes / no. Perhaps add that via a store hangar that renders differently, showing the icon, the name, and a price per unit. Allow it use containers to sub-divide items as appropriate. Require only query rights on the store hangar to be able to buy from it. Prices are set by directors or members with a different role.
* Siege mode for T2 barges (cue griefer tears): Allow an exhumer to carry a very small load of a new material similar to strontium that allows them to reinforce in the hopes of being rescued by fellow corp mates (i.e. the no gank defense for hi-sec). Perhaps same for the Rorqual and Orca along the lines of siege mode for the dreads. Have a BPO for it and have it be reasonably expensive (say 5M or 10M a shot) and for a short timeframe (two minutes) with a cooldown of two minutes where you must stay motionless and logoff-ski does nothing for you. On the plus side, hi-sec gankers get concordokken (cue griefer tears) but if you are low sec or solo mining, you're still dead unless help was on the way and 10M poorer. Could make for interesting dynamics on fleet defenses, ambush / respond / etc. Nothing for T1 variants (mining barge). Perhaps add a skill to do this that affects fuel consumption. And no, this should not be extended beyond the ORE variants.
|
big fluf
|
Posted - 2009.09.14 16:56:00 -
[134]
FIrstly .. this window is moving funny so I can't edit more then teh first 3 lines.. sorry about what is sure to be a lot fo spelling mistakes below ....
I would just like to see more ships. I also link the idea of "linking" ships to make them better then teh sum of there parts.
Eve , dispite it's "sand box" idea, really isn't. There is a line of progression for all the ships, with small off shoots (most the dead end right away).
we need more "fill in the gaps" stuff, and alternates.
Some ideas ...
Competition for ORE ... why not ahve the miners guild, or the rock syndicate. I like the idea of a ore "pre prosessor" . a ship that can trasform any ore, in the the ore "class" above it. It could prosess the same roid/rock 2 times, for max upgrade.
This ship would only be worth useing in larger fleets (5-10% bonus to harvest amount. ) .. it would have to do a lot of material to be worth it.
I like the idea of a 2 stage mining project, promotes fleet ops for mining.
also I love teh idea of teh hauler with "dropable" cargo bay.
MOre importandly .. DO SOMETHING for industry, .. andthing , . not jsut nice looking roids, . just keep growing and changeing and exmapneding it. also , .. the roids should be squed by sec, . but still psudo randon .. teh odd ark roid in high sec would be interesting.
|
El Yatta
Mercenary Forces
|
Posted - 2009.09.14 22:28:00 -
[135]
Edited by: El Yatta on 14/09/2009 22:29:05 I WANT TO MAKE IMPLANTS OUT OF CORPSES AND/OR BITS OF OLD IMPLANTS I GOT FROM CORPSES. _______________________________________________ Mercenary Forces |
Ukucia
Gallente The Scope
|
Posted - 2009.09.15 02:11:00 -
[136]
'nother thought:
Pod pilots are supposed to be some of the wealthiest people in the universe.
So why are POSes corp-only? If I've got enough cash to buy an entire level of a station, as was mentioned in one of the EvE Chronicles, how come I can't personally buy and launch a POS?
That way if I want to do my own thing while staying within my corp, I can.
|
Craig Skyle
Minmatar
|
Posted - 2009.09.15 06:04:00 -
[137]
Going back to somethng mentioned earlier . . .
Folks are talking about getting a gas mining ship and having a mining barge in quality between the T1 and T2 ships. So what I got to thinking was . . .
Faction mining barges- Give them Mining, Ice and Gas Harvesting abilities and a 3rd High slot. The 3rd High slot is for putting a Probe Launcher on the frame, allowing it to work solo in WHs, and be able to find its way out. Make these ships available through each Empire's mining corporations as the latest rip off of the ORE mining barges- something to compete with Retrievers or Covetors, or perhaps a Skill 4 ship between the two.
Craig Skyle SkyleTech R&D
SkyleTech R&D, for quick turn around time on your research projects, contact us. |
Roemy Schneider
Vanishing Point.
|
Posted - 2009.09.15 07:04:00 -
[138]
- revision of the rorq's incustrial core - revision of refining array efficiency, mayhap. 0.0 landlords prohibit them most of the time anyways. how about 90%? and "re-include" ice, i guess. if any landlord charges more than that, the renters will compress and jump out the good stuff anyways -.-
- the little horadric cube for salvage that might-or-might-not be coming - drop rate of t2 rig copies; either drop all possible ones or none at all. invention waste does strike perfectly though without a t1 item required
- higher-tier'ed drugs and their production --- dedicated gas harvester ship, maybe revamp the skiff though
- ORE faction ships -.- and SoE faction logistics ships while we're at it ^^ Interbus indy? - a dedicated salvager..? *shrug*
- crap loot sizes (sry, but i associate that with industry -.-), loot drops were supposed to shift towards metalevels. btw, more best-named drops would take strain of t2 prices. short term effects only but anything is when it comes to that static moongoo supply.
but then again, i'm not industrial in any way :o
- putting the gist back into logistics |
PPUAPU
|
Posted - 2009.09.15 10:54:00 -
[139]
Reduce the BPO tech 2 copy time to be ballance with invention.
|
Adam Ridgway
Minmatar
|
Posted - 2009.09.15 11:57:00 -
[140]
Originally by: PPUAPU Reduce the BPO tech 2 copy time to be ballance with invention.
You gotta be kiddin', more like decrease the PE level of all T2 BPO's a big deal.
|
|
Johnthechaotic
Gallente JOHN CO.
|
Posted - 2009.09.15 13:58:00 -
[141]
well i dunno if this one was suggested but...
1) drum roll.... reprocessing at POS, like reprocessing ships, mods etc, NOT REFINING
like in wh space for example, if you built a carrier or something crazy in a class 1, you can basicly never remove, why cant you reprocess it at a pos? or in 0.0 where you have a pos but no station or outpost...
maybe via a hugely over-fueled array with like 3000 cpu or something, but its gotta be big so it can reproccess even the big big stuff.
best idea ever
2) another pos array to do the job of the rorqual to some extent, to compress ore in an array just like the roqual does, but maybe it would be much much slower and also use a bunch of pos fuel
3) let me name my damned corp hanger arrays
4) let me name my other pos arrays
5) a type of larger industrial ship module that would "generate a gravitational field" to pull asteroids closer to the mining fleet... lets call it the gravity siege module for now...
6) if you dont like 5) then how about an asteroid tractor beam
7) a "repeat" or "reinstall" command for sci and indy tab for say copy jobs that you continously run
8) survey scanner range bonus on exhumers
9) mining fighters for carriers
10) more gravs in wh space
11) the ability to prolong the life of grav sites somehow or merely extend the life of gravs in general
12)t3 exhumers
13)larger jet cans - longer life
14)allow more drones to be used at once by exhumers = more mining drones mining like carrier skill bonus up to 10 mining drones
15) additional types of mining ships, more classes of exhumers, barges, industrials, all for the "picky" carebears who want a specific something from a ship
16)exhumer ore bays - 20km3 ish
17) more orca high slots
18) t2 omni-ore strips - no crystals, either more range or more tield or shorter duration or even t3 mining modules with all of the above
ok im done
john!
John!
|
Drako Caldari
|
Posted - 2009.09.15 19:00:00 -
[142]
1) I like the Idea of Having to scan down roid belts.
2) Change the Orca options in a fleet. Once checked to alow access leave set even if you dock and undock until you leave fleet.
3) Add a Bar to Roids letting you know how much is left in the roids!!! Just like wrecks sitting in space. Great Idea..
4) Change the cycle times on strippers!!!! Maybe half what it is now!!!! Way to much AFK time while mining.. Or maybe an Auto shut off when roid is empty....
5) A new class of ship that can carry rigged ships.
6) Add an extra high slot to all mining ships to alow for a probe launcher.
7) Chane the prerequisites for a Covetor. Way to close to a Hulk prerequisites.
8) Create a new Faction mining ship or a T3 class mining ship. Spec's for new ship. Make this one able to use a Covert Op Cloak. To give us miners a chance to explore low sec Ore or able to Worm Hole mine. Able to use Gas Harvesters. Can use a new T3 Stripper that can do all mining types and Gas Harvesting. Has 10,000m3 cargo hold to start with before expanders. Would only be able to fit 3 strippers. Have a 175m3 Drone Bay. 7 High Slots 7 Mid Slots 5 Low Slots 2 Rigs Slots I think it's time a mining ship has a chance to fight back..
|
Ukucia
Gallente The Scope
|
Posted - 2009.09.15 20:30:00 -
[143]
Originally by: Drako Caldari 3) Add a Bar to Roids letting you know how much is left in the roids!!! Just like wrecks sitting in space. Great Idea..
There's already scanners in-game that do this.
New idea: Research Contracts. "Take this BPO and make me 5 copies/raise the ME by 20/raise the PE by 20"
|
Syuveil
|
Posted - 2009.09.15 21:04:00 -
[144]
1) gas harvesting ship
2) let us name all types of POS structures
3) transferring POS ownership to another corp without having to take it down and rebuild it.
4) something to make mining more interactive, less boring and more difficult to macro
5) making t2 salvage out of t1 salvage
6) something to increase demand of synth boosters. new player tutorial about boosters, increasing their bonuses or duration, maybe give some boosters as a reward for noob missions... make them actually worth manufacturing
7) salvage drones \o/
|
XXSketchxx
Gallente Remote Soviet Industries
|
Posted - 2009.09.15 21:24:00 -
[145]
Originally by: Syuveil
6) something to increase demand of synth boosters. new player tutorial about boosters, increasing their bonuses or duration, maybe give some boosters as a reward for noob missions... make them actually worth manufacturing
If you head over to Features and Ideas, you will find my thread about revamping the illegal boosters and the possibilities it opens for the synth boosters.
Additionally, a tutorial about boosters with perhaps a "civilian" booster for them to try would be awesome. Not enough people know about boosters. _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
|
IVeige
|
Posted - 2009.09.15 21:48:00 -
[146]
tech 3 mining barge. You know something else to train for once you got in a hulk. Because lets face it, after that your pretty much stuck in a hulk for years. And im not talking about a gang ship. Something for the miner himself.
make mining 80 % source of all eve mineral, this way you get more miners back at mining instead of running lvl 4's. And you make them alot more valuable to all 0.0 alliance.
Make reprocessing of ship drop a lower quality, quantity of mineral..
Make mining mission mine REAL mineral, not a crappy usseless version of the good ones. This way it might bring more people to actually do them you know. Instead of just running pew pew lvl 4's.
Other than that, over the years its always the same ideas that keep coming back on the forum. Im suprised ccp need more, just read the forum and do it.
|
XXSketchxx
Gallente Remote Soviet Industries
|
Posted - 2009.09.15 22:05:00 -
[147]
Originally by: IVeige tech 3 mining barge. You know something else to train for once you got in a hulk. Because lets face it, after that your pretty much stuck in a hulk for years. And im not talking about a gang ship. Something for the miner himself.
Devs have already stated that the Hulk is the pinnacle of mining (in terms of maximum ore extraction).
The only T3 mining barge I can imagine is one that had subsystems to let you alternate from ore mining to mercoxit to ice and even to gas. Plus maybe some other bonuses. But no version of said barge should be able to mine more than its T2 counterpart (mercoxit setup should not mine more than a skiff). T3 is about versatility. T2 is about specialization.
So don't count on a new uber-rock-pwning ship. Highly unlikely that will happen. |
Governor LePetomane
Rock Ridge Brokerage Solutions
|
Posted - 2009.09.15 22:54:00 -
[148]
Bulk S+I jobs: I mostly want this for invention but I guess it could be useful for other stuff. Rather than having to bust my knuckles on a mountain of clicks to install 10 identical invention jobs, I'd like to be able to select multiple BPCs and install as many of them as will fit in the installation at one go.
I don't know if that's even possible, but it's a dream my mouse hand and I have cherished for some time now.
|
Good Advice
|
Posted - 2009.09.16 00:33:00 -
[149]
Edited by: Good Advice on 16/09/2009 00:34:04 1. Change the current title system
- Allow a MUCH higher max number of titles (100-200) - Allow Titles to have 1-10 assigned BASES (systems, stations, or pos) - People could then be granted Titles that would allow them sufficient access to the bases specified by their titles
2. Assemble a round-table of advisers to chat with about logistics issues
-Look at the 10 biggest alliances, 10 biggest corps (excluding ones in the 10 biggest alliances), and 5 corps that produce the most t2/t3 items (excluding corps already picked by section 1 or 2) -Contact them and ask them to have 1 person represent their logistical concerns and appear at an series of in-game chat-channel discussions about logistical issues -LISTEN. These are the people that do HUGE amounts of logistics work, and are very familiar with the system -Think about it for a week or two, discuss it in-house -Have another meeting, bounce ideas off of them -Repeat as necessary
|
Venkul Mul
Gallente
|
Posted - 2009.09.16 07:56:00 -
[150]
A chemical learning boosters, based on to the "learning boosters" cited in some of the background materials to help PvPers that that still want the extra SP but don't want to buy high level implants for a combat character.
Chemical boosters: (pills, made using harvested gases) that increase one or more stats for x hours so you can guzzle them when you clone jump in your combat clone and still have the advantage of high stats.
Naturally they should be not cumulative with stat increasing implants and the probable cost should be around the cost of a equivalent stat boosting implant divided by 60-120 for a daily dose.
As they are illegal (again, based on the background stories) they will be produced only in low sec/0.0.
|
|
|
|
|
Pages: 1 2 3 4 [5] 6 7 8 9 :: one page |
First page | Previous page | Next page | Last page |