
Basil Exposition
Caldari RONA Corporation RONA Directorate
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Posted - 2011.08.16 08:43:00 -
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Break the 2 dimensional mining mold:
- Think about the true scale of asteroid belts.
- Their should be WAY more mass in a belt & per roid even if most is "waste"
- Vastly increase number of asteroids in a belt
- Asteroids should have a much wider dispersal
- Players should have to "hunt" for resources, especially the best resources.
- Take the "static nature" out of mining. Belts should evolve and change.
- Mining should have an impact but more on the scale of ice mining. IE roids do not pop in minutes, if ever.
- Rogue gravitational bodies (non visible downtime events) could change belt locations, introduce matter from outside the system creating new belts and re-seeding old ones. This process could also alter the minerals available in a belt / system over time
- Instead of small clusters of rocks that 6-10 ships can eradicate in an hour, populate thousands spread out to the point where most are out of site of each other (keeps the grids manageable and game play more interesting).
- Introduce a lot more randomness to mining.
- There should be predicable locations (belts), stable rogue entities (fixed off grid), and unstable rogues (off grid and moving at a fixed velocity).
- Instead of all "veldspar" roids having an even dispersal of ore, make roids more generic or have a few base types. Each roid would have veins of various types, qualities, and saturations. Players should have "Eureka" moments when they "hit pay dirt".
- Success should be 20% skills, 20% gear, 50% experience / strategy, and 10% dumb luck.
- Create new levels to mining beyond just ships. Mining should be more than grind skill, buy ship, stare at rock.
- Players should have mining probes / skills to pinpoint roid locations and types. Once locations are found and scouted, players would use new and improved scanners to locate veins of ore (Think planetary interaction style)
- Tier 1: players could warp to "100%" belts and mine without scanning for belts or veins. This requires the least skill / effort and yields the worst results. Concord response time 100% of normal
- Tier 2: players go to the "100%" locations but survey the asteroids to select better mining sites to harvest. Concord response time 100% of normal
- Tier 3: players are scanning out asteroids near to the "100%" sites. Concord response time 125% of normal
- Tier 4: players are scanning out fixed off grid asteroids. Concord response time 150% of normal
- Tier 5: players are scanning out moving off grid asteroids. Concord response time 175% of normal
- Tier 6: + low sec
- Tier 7: + null sec
- New gear
- Mining command centers ala PI
- Mining Rigs
- T3 mining ships
- Anchorable, secure storage of a volume actually usefull to mining. Structures would have 100k+ m3 storage etc. These would degrade over time and not last longer than 36 hours, requiring that they be unanchored.
- Anchorable mining platforms / mini bases / refineries. The number of units anchorable should be limited per character based on skill and proximity of other anchored structures.
- Scramblers anchorable only near asteroids that would reduce or even mask the signatures of ships and equipment from scanning probes. The better the equipment and skill the more effective. The more ships / gear in the area, the less effective the scrambler. This would be a defense from PVP and could also protect the location of "rich veins" from "claim jumpers" who would rather scan out mining ships than veins of ore themselves.
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