
Shadow Wind
Gallente Crimson Empire.
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Posted - 2011.08.15 16:25:00 -
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Please give me feedback:
- Redistribute ores throughout EVE. One regions value shouldn't be better than another. Maybe have a more Arkanor in one region with less Bistot and then the other region the reverse. The ISK per hour should be the same though.
- Mining low ends should give the same ISK per hour or slightly less as high ends(In low sec and null Sec ONLY).
- Allow Rorquals to crush different density ores together or remove "ore condensing" for "Ore refining & Mineral condensing." Reduce ice consumption, increase bonuses given on Rorqual. Same deal goes for Ice.
- Remove the alloys from the drone regions, add a bit of data cores, Planetary Interface goods, bounty, & hacking sites to balance.
- A better loot logger type device for mining would also help greatly with group mining. Somehow get a tally of all ore mined so that distribution can be done fairly. Many a time we have group mined and been done in by people that have inefficiently mined or just havn't been commited to train up mining skills. Also to find out Cherry pickers during a given week in a system.
- Need some balancing/incentive so corporations can collect mineral taxes rather than setting spreadsheet "Quotas." Mining/Industry corps should make self supporting isk through production using resources provided by members. Maybe use a "corporation mine logging" tool so directors and set quota based on amount mined to make it a little easier on the casual player.
- Create more mineral sinks. Make Titans and Super carriers use more resources, stations use more minerals. POS modules and structures use more minerals.
- Make Highsec ice mining yield less with limited and highly sought after grav sites only, basically enough to seed markets at a premium and rewarding price.
- For that matter, if we make all high and mid end ores mineable only through scanned down sites (think half the size of small sites.) Much like nullsec sanctums/havens. Each "Mining Haven" Should have low end/mid end that give greater yields than empire space, (maybe two orca hauling runs worth.) and each grav site has the opportunity to spawn an "officer roid" e.g. mercoxite.
Then for the "Mining Sanctums" Have mid end/high end ores that give greater yield based on level of nullsec, with the "officer roid" that gives a much greater yield of dense mercoxite and the occasional actual officer spawn or hauler spawn. Maybe enough m3 for 4 or 5 Orca Hauls worth. Basically enough more dense yield m3 to do atleast a few orca runs to keep those ships balanced and worth it.
Yields should be increased all around to make up for time lost moving between grav sites and hauling - then slightly reduce yields to increase profitability per hour. While this wouldn't directly eliminate botting, it would make it much more difficult to manage (one would hope.) While we're at it, you can make a separate alternate version of these "grav sites" but for ice instead.
If you think about it, mining in small groups would increase chances for better spawns through speeding through these gravsites.
For the larger mining operations with larger groups of people, have the occasional "Mining Complex" Where your fleet warps in, mines super dense low ends with officers/haulers, then takes acceleration gate to Super dense mid range ores, then acceleration to high ends followed by a cluster of dense mercoxite with enough value to warrant docking up, returning with skiff/mackinaws. The whole goal here is to move the isk generation more to the pockets of active miners and less to the pockets of botters. At the same time we're removing the monotony of constantly jettisoning cans in stationary.
- More common availability of gas clouds in nullsec.
Mining should make a healthy profit and be the backbone of a corporation. When an alliance is attacked in nullsec, it should be for space for good moons and higher mining yields and "safer" pockets to do industrial activities, among all the other reasons for sov in nullsec
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