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MaiLina KaTar
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Posted - 2004.12.21 11:57:00 -
[1]
This is a little concept for a new mining module which would make mining more comfortable and interesting.
The "Particle Transfer System I"
What does it do?
- Can be linked with any cargo container
- Will transfer ore/ice gathered during mining sessions to the linked can as soon as ore arrives in your cargohold.
- Will increase the maximum distance to the receiving can to 5km
- Can be linked with another ship up to 5km range. When linked with a ship it will use that ship as a relay to transfer ore into the target container of the linked ship.
- Can use the ship-linking ability to form an "ore chain", where several ships are linked to each other in order to fill a single can at the end of the chain. The ore practially jumps from ship to ship until it arrives in the target container of the last ship in the chain.
The benefits:
- Makes mining more comfortable... a LOT more comfortable.
- eliminates unnecessary mouseclicks
- Makes a hauler's life easier
- Helps a tiny bit in reducing gameplay lag. Less cans will have to be jettisoned.
OMGWTFPPLWILLAFKMINEFOREVERUMUSTBECRAZY!!!
Won't happen because of a restriction that'd be put in place:
- The module will need a recalibration after every activation cycle. Because of this, auto-repeating the module is not possible.
It does however save its link-target.
- As a result of recalibration, the module will require you to validate a randomly generated number through a dialogue that will appear upon module activation.
This way, no macro will be able to reactivate the module and afk-mining using the mod would be impossible.
Specs:
- medium slot module, no significant CPU/grid/cap usage
- can only be used on mining barges and indies
- Activation time: 20 minutes
- Skills required:
-Engineering: 4 -Electronics: 3 -Sensor Linking: 5 -Particle Transfer Systems: 1
- Particle Transfer Systems skill:
-Rank 4 -Attributes: Intelligence/Memory -5% increased activation time per level
- Meta and/or T2 versions of the mod come with increased maximum ore transfer range.
Feel free to post feedback and/or suggestions.
Mai's Idealog |

MaiLina KaTar
|
Posted - 2004.12.21 11:57:00 -
[2]
This is a little concept for a new mining module which would make mining more comfortable and interesting.
The "Particle Transfer System I"
What does it do?
- Can be linked with any cargo container
- Will transfer ore/ice gathered during mining sessions to the linked can as soon as ore arrives in your cargohold.
- Will increase the maximum distance to the receiving can to 5km
- Can be linked with another ship up to 5km range. When linked with a ship it will use that ship as a relay to transfer ore into the target container of the linked ship.
- Can use the ship-linking ability to form an "ore chain", where several ships are linked to each other in order to fill a single can at the end of the chain. The ore practially jumps from ship to ship until it arrives in the target container of the last ship in the chain.
The benefits:
- Makes mining more comfortable... a LOT more comfortable.
- eliminates unnecessary mouseclicks
- Makes a hauler's life easier
- Helps a tiny bit in reducing gameplay lag. Less cans will have to be jettisoned.
OMGWTFPPLWILLAFKMINEFOREVERUMUSTBECRAZY!!!
Won't happen because of a restriction that'd be put in place:
- The module will need a recalibration after every activation cycle. Because of this, auto-repeating the module is not possible.
It does however save its link-target.
- As a result of recalibration, the module will require you to validate a randomly generated number through a dialogue that will appear upon module activation.
This way, no macro will be able to reactivate the module and afk-mining using the mod would be impossible.
Specs:
- medium slot module, no significant CPU/grid/cap usage
- can only be used on mining barges and indies
- Activation time: 20 minutes
- Skills required:
-Engineering: 4 -Electronics: 3 -Sensor Linking: 5 -Particle Transfer Systems: 1
- Particle Transfer Systems skill:
-Rank 4 -Attributes: Intelligence/Memory -5% increased activation time per level
- Meta and/or T2 versions of the mod come with increased maximum ore transfer range.
Feel free to post feedback and/or suggestions.
Mai's Idealog |

Bsport
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Posted - 2005.01.04 16:38:00 -
[3]
now that is a idea, yes i would love to see this introduced, this thread needs a mention in the next dev chat  --------
|~~~| I run out of money, so bunny has been | OIL | grounded down to make grease for my |____| rifter- poor bunny
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Etoile Chercheur
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Posted - 2005.01.05 06:58:00 -
[4]
eh. seems unneccesary to me. moving ore over every three minutes instead of every one isn't enough of an improvement for you? the whole typing in the number seems a whole lot more of a bother than moving ore over every three minutes or so.
i would like a way to direct trade with haulers to prevent ore-thieves from snatching ore out of jet-cans as miners try to pass it to the haulers. while mining in a .8, using a secure can for this isn't possible, or even practical in any system when you're got several large barges blasting away.
no need to make it automatic, tho.
Midshipman Etoile Chercheur - Logistics Division (M&T) | Hadean Drive Yards
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Lygos
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Posted - 2005.01.05 07:37:00 -
[5]
You still have a +100:1 minimum ratio on the amount of awake time needed to build something versus the time needed to blow it up no matter how efficient or painless your manual mining efforts are. 5 seconds to lose it, and what 10 minutes to replace it? No? An hour to replace it? A day to replace it? That's.. /me punches calculator..
That's a recipe for a dull, slow-paced game with tons of player downtime and combat apprehension even among the most self-avowed bloodthirsty among us. It makes genuine entertainment rather expensive in labor hours. I find it disturbing.
Having the ability to go beyond the ore collecting ceiling, matched by an endless amount of ore sinks in the form of useful, somewhat disposable, deployable structures might give us something interesting: Player controlled empires.
-
Granted though, I still think manual mining has a use and as a concept is neato in small doses.. therefore I think your idea is sensible in its own right. The bouncing effect seems questionable as being possible though. I've never seen anything that I could point at as an equivalent targetting effect. I suppose depositing range could be affected by a gang type of modifier however.
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Safaomae
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Posted - 2005.01.05 18:30:00 -
[6]
I really like this idea, apart from I'm not sure what you meant by this:
Originally by: MaiLina KaTar
can only be used on mining barges and indies
Quote:
so that means people mining in a bs or a cruiser cannot use it to transfer the ore to an indy? isn't that what this is all about?
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Kukraku
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Posted - 2005.01.05 18:34:00 -
[7]
This is good.. i would liek to see this ingame SOONÖ
I'm a miner, not a fighter. It's a life i guess |

MaiLina KaTar
|
Posted - 2005.01.06 23:29:00 -
[8]
Originally by: Safaomae
I really like this idea, apart from I'm not sure what you meant by this:
...
so that means people mining in a bs or a cruiser cannot use it to transfer the ore to an indy? isn't that what this is all about?
Two reasons for this restriction:
- Cruisers and battleships can defend themselves against NPCs fairly easy with drones + large shield/armor + hardeners, boosters, etc.
If you would be able use the mod on those ships you could basically switch it on and go afk for 20 mins. Since I hate stuff that makes you go afk I wouldn't like to see it on cruisers and battleships.
- IMO mining barges and industrials should be the only ships in the game to have anything to do with mining. Cruisers and battleships are made to fight, so adding mining capabilities to them seems rather inappropriate. That's the reason why mining barges were added in the first place.
Mai's Idealog |

Haratu
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Posted - 2005.01.07 03:21:00 -
[9]
this was suggested about 6 months ago and i thought it was a good idea then too.
I roleplay... there is this computer game called "Earth - The First Genesis" where i play a character in the early 21st century. |

csebal
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Posted - 2005.01.07 12:01:00 -
[10]
This is suggested every week, since the game has started. CCP is either unwilling or unable to do anything to lessen the load on miners.
Frankly, i used to be a miner, but now i find NPC hunting a lot more enjoyable. Is it riskier? Nah.. not unless i accidentally log off or crash in the middle of a fight. On the other hand, it isnt boring at all, provides you with a constant variety. Something you can't say about mining.
My suggestion: above mentioned mod with the following changes:
- usable on all ship classes (why? because mining barges are the elite ships of the mining world. Those skills take two months to learn, players with lesser skills should have the possibility to use this) - constantly online (like the cloaking device) - randomly timed recalibration (15-30 minutes) where you have to do something that cannot be macroed - can only target ships - so that you'll need to have a hauler next to the mining ship, at all times (solves jet can issue - forces teamwork)
The chain idea could work as well, with some smaller ships serving relaying the ore between the hauler and the miners.
Thats my 0.02ISK ------------- This post is nothing more than my personal opinion. It does not represent the official standpoint of Fountain Alliance, or the HUN Corporation in any way. ------------- |
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