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Eliniale
co-operative resource extraction
10
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Posted - 2013.01.09 16:26:00 -
[1] - Quote
I will be listing a number of possible ideas here. I do not claim to accurately know how easy any of these ideas are to implement, or if they are even possible. If I add a complexity factor, it's a rudimentary guess at best.
I have also checked the commonly proposed ideas and forum, but I saw no propositions that were very similar to this one. The closest ones arguably being: http://community.eveonline.com/iNgameboard.asp?a=topic&threadID=354671 the unrealistic systems And https://forums.eveonline.com/default.aspx?g=posts&t=32515 a revision of mining
I particularly like the planetoid bit, so scroll down there if youGÇÖre only going to read part of this article.
Mining:
Asteroid belts:
This part would be epic, but nearly impossible to do: It has always bothered me how asteroids are arranged in very unrealistic fashions, it would be great if the old asteroids belts could be taken out, and some systems could receive full asteroid belts throughout the whole system, with beacons places at several places in the belt.
In such a case you could then fly along the belt to your heart's content, potentially making lap around the whole system (if you had a few years to spare). You could even place the old hidden belts with rare resources inside the belt, so you'd have to find the by manually scouting. (the old scanning mechanic could be maintained or revised to help with this).
Now I acknowledge this would: A. require a lot of resources since there would be a fuckton of entities in space, and B. would mean a complete gameplay revisal of the asteroids system since there would be so many more of them. (this would potentially also bother Jenshae Chiroptera although to be fair I think more asteroids wouldnGÇÖt really break the system (more rare asteroids might)). Issue A can to an extent be resolved by placing the belt at about 1AU of the sun, and not having a full belt, but pockets of asteroids. Issue B can partly be resolved in the same way, and generic rocks without useful ores can be placed in the belt as well. (although this would once again increase the strain on resources, but less so if you make them meshes and not entities)
This bit would be greatly more feasible: Redoing the belts to set them on an real asteroid belt distance, and making each belt some 200km long with intervals of tens of AU between belts would give the impression of a proper asteroid belt, without any of the issues I mentioned previously (although I don't believe it would be quite as cool). e.g. Take Couster, a system with 4 belts, one belt at planet 1, and three at planet 3 (for instance). Instead of this you could make a virtual asteroid belt at about 5 AU from the sun. Along the circumference of this virtual belt you would then place down 4 actual belts. You then stretch them for some 150-250KM along the virtual line of the system wide asteroid belt. Maintaining the old system to an extent, but improving both the look and feel of the belts. (and also the logic behind it)
Ice field:
To an extent I'm quite happy with ice fields, they look like they are chunks that have fallen off a comet which passed through the system at some point (although placing ice fields on the same elliptical orbit would make even more sense). In order to further increase this visual effect, an extra large chunk could be placed at the edge of the field. Other than that, IGÇÖm quite content with it.
Planetoids:
It would be cool if in addition to the regular mining sites there could be such as a thing as planetoids, moving through the systems at about 1km/s. You could then use these to house rarer minerals, or have them be comprised of several targetable areas, each containing a different ore. Since only ventures with afterburners would be able to catch up to these, they would be the only ones able to mine it, and as they have small cargo holds they'd have to continually move the ore to station before getting back into action. Or jet canning it in a string behind them, and then bookmark them for pickup. (you could perhaps also make it possible for chunks to be cut loose from these planetoids, spawning asteroids).
Regardless of the method, it would not create an overabundance of rarer minerals if you keep it moving at 1km/s. A moving mineable entity would make mining more active and engaging (as opposed to the passive semi-afk activity it is now), and it would make newbie miners in ventures a lot more useful.
Potentially you could also make a beacon on the overview for warp to, rather than have to scan the planetoid down.
Comets:
Much the same idea as a planetoid, but with ice.
Planetary rings: (depending on the chosen method this may or may not be considered a mining related idea)
Another thing that bothers me is that planetary rings are just a flat plane with very little to them. Ideally you'd want these rings to look like chunks of rock and dust. A relatively 'easy' fix for this would be to apply the effect you get in sansha systems to anyone flying in the rings (although perhaps with a bit more dustiness).
A harder but more visually impressive feat would be to get both dust and asteroids going, but, this would be harder to accomplish. Perhaps a sort of Seyllin I asteroids effect, but then with millions more tiny asteroids would be possible. This is not as resource intensive as 'true' asteroids, since they wouldn't serve as entities, rather just an assortment of floating meshed (no collisions, non-targetable, etc)
Comprising the rings of true asteroids would be epic, but likely near impossible to pull off.
Editors note: Word to forum does not translate well, please for give me for layout fuckups, i tried my best.
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Jin alPatar
Entertainment 7wenty
58
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Posted - 2013.01.09 16:44:00 -
[2] - Quote
Eliniale wrote: Another thing that bothers me is that planetary rings are just a flat plane with very little to them. Ideally you'd want these rings to look like chunks of rock and dust.
Actually .... planetary rings are almost entirely made up of very find dust. Most particles are measure on the micrometer scale. There are a few moons and some larger asteroidish objects, but they are very few and far between.
Ring mining should actually be more like Gas Harvesting than Asteroid Mining.
With that said, Good Ideas! +1 |
Eliniale
co-operative resource extraction
12
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Posted - 2013.01.09 16:49:00 -
[3] - Quote
Well i gave it my best :p
Anything in here is stuff i've been bothered with for a while now. |
Eli Green
The Arrow Project
402
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Posted - 2013.01.09 17:00:00 -
[4] - Quote
Eliniale wrote:Well i gave it my best :p
Anything in here is stuff i've been bothered with for a while now.
looks good, and the asteroid belt suggestion may hopefully be made more possible with the addition of DirectX 11 and PhysX wumbo |
Michael Loney
Skullspace Industries
65
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Posted - 2013.01.09 17:20:00 -
[5] - Quote
+1 agreed.
I like the idea of hunting down rare rocks, makes a good time / isk game out of scouting rocks.
Having a large set of belts also spread out the miners, helps annoy the gankers. |
Eliniale
co-operative resource extraction
14
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Posted - 2013.01.09 17:36:00 -
[6] - Quote
A quick scan would get the gankers on your ass.
Ganking is a part of eve, and I wouldn't want to change it, eve is supposed to be hard. I just wanna make mining make more sense from an RP and phsyics point of view.
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Kitt JT
League of Non-Aligned Worlds Nulli Secunda
174
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Posted - 2013.01.09 18:33:00 -
[7] - Quote
I hate to burst your hollywood bubble, but how asteroids are currently implemented are MORE realistic than having an infinite stream of asteroids going off into infinity.
Many asteroids have ZERO other asteroids visible from it, but gravity has forced some little groups of asteroids to clump together.
The more you know..... |
Eliniale
co-operative resource extraction
14
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Posted - 2013.01.09 18:43:00 -
[8] - Quote
Kitt JT wrote:I hate to burst your hollywood bubble, but how asteroids are currently implemented are MORE realistic than having an infinite stream of asteroids going off into infinity.
Many asteroids have ZERO other asteroids visible from it, but gravity has forced some little groups of asteroids to clump together.
The more you know.....
The more things get interesting, also as you may note this very notion has been incluided into the topic:
Eliniale wrote: This bit would be greatly more feasible: Redoing the belts to set them on an real asteroid belt distance, and making each belt some 200km long with intervals of tens of AU between belts would give the impression of a proper asteroid belt, without any of the issues I mentioned previously (although I don't believe it would be quite as cool). e.g. Take Couster, a system with 4 belts, one belt at planet 1, and three at planet 3 (for instance). Instead of this you could make a virtual asteroid belt at about 5 AU from the sun. Along the circumference of this virtual belt you would then place down 4 actual belts. You then stretch them for some 150-250KM along the virtual line of the system wide asteroid belt. Maintaining the old system to an extent, but improving both the look and feel of the belts. (and also the logic behind it)
Also i don't mind critiques, but be constructive |
Dreusyla Arashi
Chillwater Ltd Persona Non Gratis
3
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Posted - 2013.01.09 19:17:00 -
[9] - Quote
my suggestion... stop making suggestions to improve mining, it is fine the way it is nothing needs improvement |
Nikk Narrel
Infinite Improbability Inc Relativity Alliance
1019
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Posted - 2013.01.09 19:35:00 -
[10] - Quote
Mining is a little too much like a bottleneck, in the sense that the few locations present make miners easy to find for those who would hunt them.
I appreciate the logic works for gameplay on our gate system, but miners should not be quite so obvious to locate this way.
Spread the rocks more. Have the belts extend far off of the beacon's grid so hunters actually need to think.
Scanning and tracking should be needed for more than just the hidden belts. The miners themselves should be challenging to find.
It's not the mole whakking game here. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
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Nevyn Auscent
Broke Sauce Brosefs.
98
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Posted - 2013.01.10 01:06:00 -
[11] - Quote
The Planetoids idea is probably the best base idea, just drop the speed so normal mining barges can use them also. The so called 'rare' minerals aren't actually significantly more valuable, nor are they actually rare. And just use the Planetoids instead of belts. Have them show up like normal complexes on the base scanner so they don't need probing but don't show in the standard overview so aren't taking up room |
Eliniale
co-operative resource extraction
22
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Posted - 2013.01.10 11:55:00 -
[12] - Quote
Nevyn Auscent wrote:The Planetoids idea is probably the best base idea, just drop the speed so normal mining barges can use them also. The so called 'rare' minerals aren't actually significantly more valuable, nor are they actually rare. And just use the Planetoids instead of belts. Have them show up like normal complexes on the base scanner so they don't need probing but don't show in the standard overview so aren't taking up room
Well i'm not actually averse to belts for mining purposses.
As to the speed for planetoids (they are comets really i just got different names to make the distinction clearer), you can have varied speeds for any of these objects.
Where clogging up of the overview is concerned, that is essentially a non issue, if you activate every option you will always have a clogged overview. It's all about setting up the proper type selection and tabs for the job at hand. So you could easily make beacons for planetoids, but still have people scan for them (much like nation sites).
Well getting loads of abc in highsec all of a sudden would break the system somewhat. although in 0.0 or WH space you could of course dump those in with boatloads.
Note: edit was to fix a grammatical error |
Drew Arkatt
co-operative resource extraction
0
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Posted - 2013.01.12 20:41:00 -
[13] - Quote
Some great ideas, I would love to see any or all of this implemented. |
Mara Pahrdi
The Order of Anoyia
241
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Posted - 2013.01.12 21:20:00 -
[14] - Quote
Some good ideas. |
Jemar Tsoni
Galactic Imperium Galactic Industrial Coalition
0
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Posted - 2013.01.13 05:25:00 -
[15] - Quote
I have to say that your last idea. the one with planetoids is actually a decent idea but like others have said have varying speeds so some can only be mined by ventures and some can be mined by barges |
Eliniale
co-operative resource extraction
29
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Posted - 2013.01.13 15:22:00 -
[16] - Quote
Jemar Tsoni wrote:I have to say that your last idea. the one with planetoids is actually a decent idea but like others have said have varying speeds so some can only be mined by ventures and some can be mined by barges
Well if chunks could be mined off by the ventures (say everytime it dips below a certain amount of minerals, or if you mine a certain spot for a prolongued duration) then you could web those until a standstill, and the barges could work on those, while the ventures can keep up with the planetoid.
Or who knows you could web the planetoid itself (although that seems like a silly idea even to me) System ideas: https://forums.eveonline.com/default.aspx?g=posts&t=191928&find=unread |
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