
Synthmilk
The United Peoples of Synth
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Posted - 2012.06.15 01:12:00 -
[1] - Quote
Maul555 wrote:CCP has not mentioned what is happening with the current Exhumer roles (Mercoxit - Skiff, Ice - Mackinaw, Ore - Hulk)... This is a fact.
Would it be possible to get some clarification?
I too would like clarification about this, as well as a bit more clarity regarding how close the mining yields of the barges and exhumers will be. If the Hulk only does 10% more ore yield than a Retriever, then even for group ops why use a Hulk which is far more than 10% easier, and expensive, to lose?
Right now the difference in yield between each size of mining barge/exhumer is predominantly down to the number of strip miners, which is logical. To bring the yield of a Procurer closer to that of a Hulk, you would have to either apply a massive increase to it's yield bonus, or greatly cut the yield of a strip miner. The former would just look silly and give pause to why one would want a Hulk, while the latter would be a huge nerf to mining as a whole.
I'm all for making a ship for high-risk areas, a ship for ease of the task, and a ship for maximum yield, with T2 versions that have additional bonuses that build on those roles, but leave the relative yields more or less as they are. Right now I pull in 17% more ore in a Hulk than a Covetor, a satisfactory increase for the cost and time spent training Exhumers V and the cost of a Hulk. Less than that, and why bother getting a Hulk beyond a compulsion to max out? The question is different for the Skiff and Mackinaw, as their bonuses give them equal or greater than Hulk performance for Mercoxit and Ice mining respectively, and their roles fit nicely with their changes to EHP and cargo capacity, respectively.
So what I see as good would be the Procurer having big tank, a moderate hold, and about a half of the mining potential (assuming a full T2 fit and max skills) of a Covetor. The Retriever having a moderate tank, a big hold, and about three quarters the mining capacity of the Covetor (again assuming a T2 fit and max skills), and the Covetor having a small tank and a small hold.
The T2 hulls are copies of the T1 hulls with typical T2 stat increases plus: The Skiff has roll bonuses to warp strength and agility, and a bonus to Mercoxit yield, making it about equal to that of a Hulk at max skill. Ore bay 20% larger.
The Mackinaw has a 100% bonus to Ice yield at max skill, and a role bonus of a 100% decrease to Ice Harvester duration. Ore bay 20% larger.
The Hulk has a 25% increase to miner yield at max skill, a role bonus of 5% decrease in ore miner duration, and the ability to launch 1 additional mining drones per Dro. It has the same ore capacity. (I did this to emphasize the Hulks role as an ore vacuum, relying on industrials to make it's significant mining rate worthwhile.)
This leaves all of the ships as being useful, where the T1 ships are primarily inexpensive with distinctive roles, ideal for newbies and people who mine on the side, and the T2 ships have specialities that add value to their roles in line with their increased cost. |