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Retrax
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Posted - 2005.09.19 16:09:00 -
[91]
Originally by: Malena
Skill name: Ore miner synergy Description: when in a gang, the natural tendency to try and outdo the person next to you results in a higher production all around. Effect: 1.5% increase in mining laser efficiency per level.
LOL I like it.
+5% to Industrials' speed and maneuverability? :D
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000Hunter000
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Posted - 2005.09.19 22:05:00 -
[92]
Well sofar no real opposition!
I do hope CCP is listening THIS time. signature? What signature? ;) |

Draka
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Posted - 2005.09.20 04:32:00 -
[93]
/signed
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zacuis
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Posted - 2005.09.20 11:52:00 -
[94]
this is a fantastic idea i love it. i totally agree that miners should get leadership bonus`s. why do combatants seem to get all the good stuff. also how about a bonus to hauler size or speed when in a mining group perhaps a mining drone bonus too. totally signed
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Damar Stiehl
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Posted - 2005.09.21 07:31:00 -
[95]
signed
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Sequince
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Posted - 2005.09.22 07:01:00 -
[96]
Mining Based leadership skill set 4TW. Great idea. SIGNED
FEER THE EEK!
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Malkaar
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Posted - 2005.09.22 11:27:00 -
[97]
signed!
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Drakolus
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Posted - 2005.09.22 14:59:00 -
[98]
Definately Signed...A HUGE bonus for small corp's mining ops. Molden Heath Local #473 |

Aion Amarra
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Posted - 2005.09.23 17:33:00 -
[99]
Hum. I just took a look at this database here.
If you browse the Leadership category, you will notice two skills. Mining Foreman and Mining Foreman Specialist.
What struck me as interesting is that 'Mining Foreman' according to the stats in the database provides a 5%(!) bonus to mining yield per level.
Also, under ship equipment -> Gang Coorinators, you will find the three according modules. Mining Foreman - Crystal Optimization Mining Foreman - Drone Gathering Mining Foreman - Ice Harvesting
Sounds interesting. But the stats don't tell what those mods do exactly.
Anyways. It looks like the devs are looking into it. ^_^
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Malena
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Posted - 2005.09.27 13:47:00 -
[100]
Sweeeeet. Thanks for that update. Nice to see...and the link actually worked for me, not like the earlier ones which gave me a 404. I can only hope that the skills and modules make their debut soon... And that the dedicated command ships make their appearance as well.
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Malena
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Posted - 2005.11.02 22:47:00 -
[101]
I know that the @#$* drone changes and the even more #@$)(* mark 2 modifications are at the forefront of everyone's testing desires, but has anyone seen anything about this recently? Any test server lurkers out there?
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Josclyn Verreuil
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Posted - 2005.11.04 21:38:00 -
[102]
Additional mining mods and abilities (leadership was mentioned i believe) are mentioned from the fanfest blog if I'm not mistaken, slated for RMR. ~Verreuil Inc. |

Tricore
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Posted - 2005.11.05 12:42:00 -
[103]
I hate mining, but it wont hurt the game so... Signed.
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Tregaa Viskne
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Posted - 2005.11.05 13:14:00 -
[104]
/ Signed, definitely definitel signed.
and those skills on the database explorer look good :)
Except, the secondary for Mining Foreman Specialist is showing up as Siege Warfare at V... presumably that's meant to be Mining Foreman at V?
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Elrianmk2
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Posted - 2005.11.05 19:10:00 -
[105]
/signed
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eicon
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Posted - 2005.11.07 04:32:00 -
[106]
signed |

Lord Timelord
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Posted - 2005.11.07 05:54:00 -
[107]
/signed.
This is needed with all the new items like Freighters, Dreadnoughts, and Outposts to name a few. Will make mining all the minerals to build them a little more managable.  __________
Visit GETCo's website at http://getco.guildportal.com/ |

Ralitge boyter
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Posted - 2005.11.07 08:26:00 -
[108]
Just an idea,
CCP is putting in the mining stuff lots of new skills to learn for you mininers out there and lots and lots of new goodies.
Why not work on the rocks next?
What do I mean? Well its simple the way roks are currently spread out all over the universe all in a default size is well wrong. How come that there is not a freak occurance out there where a omber rock is huge compaird to its normal standarized size. Why not have a veldspar rock which after scaning proves to also have traces of a more valubale mineral in it. With the right skills one could refine this special rock and get the more valuable stuff out.
Make mining more of an exciting thing where one could go exploring and find belts that contain better rocks than what one could see on the service. Right now CCP has just not put it on the map but one could very simply make a map of a region with exactly what belts contain which rocks in what quantities which rats are most likely to spawn and thus what would be the most profitable place to mine without having to even bother to look around ever again after making such a map once.
Please, CCP the mining gadgets are great but please make a more substancial change to the way the rocks are spawned, stop the downtime regrowth and make it redistribute. Setup a single server to do the recalculation and have it do the recalculation of a single region per down time. Makes for a several day loop in the way roids are distributed and will make miners have to re-think the usefullnes of their bookmarks.
I think CCP should put the excitment in mining instead of supporting the fat bloke in his underware browsing a **** site while sucking in the rocks without even looking at the screen.  ------------------------------------------- Should you disagree with me, well I guess that is because I disagree with you. If you have a problem with that please feel free not to tell me. |

Kazhoth
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Posted - 2005.11.07 16:39:00 -
[109]
It would support more teamwork.. great idea.
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Khajit Smitty
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Posted - 2005.11.08 20:24:00 -
[110]
I really like the mining leadership bonus idea, brilliant however the only problem i can foresee with it is massive NPC corp gangs ganking the roids, but i suppose that this will be balanced out as the common ore types prices will crash due to increased supply and these players will move to low sec ultimately making CCP happier with more of us in low sec.
Good idea overall. !!
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Azaeren
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Posted - 2005.11.08 21:01:00 -
[111]
i just want better ore in lowsec systems, so miners will come there..and i can gank them.
the 'skill' should have a low increase though, 2-3% per level. requiring mining 5, science 5, and be a level 4 skill. |

MirvZero
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Posted - 2005.11.16 20:16:00 -
[112]
SIGNED, stamped, and approved =)
especially for ice mining
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KANE47
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Posted - 2005.11.17 00:51:00 -
[113]
/SIGNED. anything that could possibly make ice mining faster is a good thing in my book. Make Ice Mining Faster. |

Malena
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Posted - 2005.11.29 23:34:00 -
[114]
anyone on SISI able to see if this is in with the current patch?
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Brannigan McCormick
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Posted - 2005.11.30 22:45:00 -
[115]
I'm checking SiSi almost daily for signs of mining improvement (pretty sure I read in a blog that 4 skills, and new modules would be available in RmR)
As of just now, nothing to that effect, at all (well, except for Elite Mining Barge skill, that is, but that skill is not finalized yet, i'm sure, as Mining Barge isn't a prereq yet)
T2 barges are in, although I SERIOUSLY hope they aren't final yet, only differences are med-slots, and at little boost in shield/armor/resistances. 
/Bran - Its good for you |

Ricardo Pt
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Posted - 2005.12.02 05:03:00 -
[116]
Signed
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teemu 2004
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Posted - 2005.12.03 18:20:00 -
[117]
i like this one. as said this would encourage group mining and make mining ice atleast a bit easier
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Cyclops43
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Posted - 2005.12.03 23:18:00 -
[118]
My vote would be against something like this. Not because I'm against miners (I'm not), but because it'll not have any effect at all.
Now, you'll probably all disagree, but there are a number of reasons why this is a fact.
1. First and foremost, the big problem miners today face is not that you can mine too little ore. The BIG problem is macro-miners (not trying to or wanting to hi-jack the thread, but it has to be mentioned). Macro-miners are the main reason ore prices are low, and a skills like this will ALSO be exploited my MM's. If CCP can remove the MM's, then your profession will become much more profitable.
2. Second reason has something to do with game-design. Generally when running a multi-player game, the worst threat against the game itself is inflation. A very fine balance has to be achieved where money leave the game as fast at they are put into the game. This'll not help that.
3. The third reason is pure economics. For the ore you mine to have value, there has to be someone who build something from it, and whatever is built has to be used and USED UP! This means that for you to earn more from producing more ore, each player in EVE on average has to use more resources, i.e. has to fire more ammo, loose more ships/equip etc. The current use of resources has determined that ore has the price it has today, and there is no reason to believe that because ore is more plentiful people will use more of it. If you suddenly start to produce more ore, then what will happen is not that ore will keep its pricetag and miners will earn more money. No, ore prices will drop, and miners will probably end up earning the same or slightly less than now on average.
4. I'm guessing on this one, but my guess it that behind the scenes of CCP, there is a set of very complicated functions/algorithms that determine how this games economics is running. These algorithms decide whether miners will be allowed to earn more, not the wishes of miners or game designers.
5. At the moment, when I mine (using a Retriever), I'm making just about the same money as I do when running level 3 combat missions in a Ferox. If exceptional LP offers are taken into account, the missions earn a small amount more. Both of these activities take place in high-sec. I thus see no justification in making it easier for miners to earn money (even if my assumptions about economics above are wrong). After all, mining in high-sec does not entail any risk, while mission running has risk (maybe small, but it's there).
Just my 0.02 ISK
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Malena
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Posted - 2005.12.04 04:08:00 -
[119]
Edited by: Malena on 04/12/2005 04:14:10 Edited by: Malena on 04/12/2005 04:11:02 Just out of curiosity, what do you think is going to happen to ore prices and availability when titans enter the game, or as more people are able to afford the skills and train them for freighters and dreadnaughts?
No one is saying this should be easy, no one said "give it to us and make it a rank 1 skill" I personally think it should be at least a rank 6. And yes, it likely would be exploited by macro-miners. But there isn't anything that can't be exploited if you are creative enough.
From the sound of it, you use your retriever for ore mining... have you ever used it for ice mining, seen how incredibly tedious ice-mining can be. And there are only two skills that are directly related to ice mining...the barge skill itself so you can use more of them, and the ice-harvesting skill, which reduces the cycle time from "I want to stick my eye in front of this laser as it goes off because I am so bored" to "well, at least now I can go to the bathroom and maybe I will have finished the cycle by then" With the synergy skill, at least you could put even more...impetus on your corp mates to come help you keep the POS alive because with more of them, you would actually be increasing your production.
I agree with you on at least one thing directly though: inflation is a major problem in any MMO. However, it isn't mining, or even macro mining that caused the most major inflation issues recently...it is the insane amount of cash that was obtained by people for MISSIONS...but that is another subject entirely.
True, high sec mining entails little risk...I honestly hadn't considered that angle. Perhaps it should be something only allowed to work in .5 or below. It shouldn't be all that difficult to code, given that there are checks against the security rating of a system when someone deploys a tower, or when someone jumps into a CONCORD controlled area.
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Cyclops43
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Posted - 2005.12.04 11:32:00 -
[120]
Malena, I assume your questions were for me :-)
Hopefully ore prices will go up when new RMR stuff comes in. It is likely since a lot of people will want new gear, and the same has happened before with other expansions. After a while though, prices will start dropping again. Unfortunately though, I think that RMR will also attract new macro miners. Why? Simply because everyone will want the new gear, and since a lot of it (at least in the start) will be very expensive, even more people will buy ISK online to get it first. More ISK customers = more macro miners or sweatshop miners.
I have tried ice mining. Exactly 2 ice cubes (a retrievers worth). It is boring, yes, but the main reason I didn't do more is that the ice market has been completely and utterly obliterated by macro miners. You earn more mining high-sec scordite than ice.
Inflation. You are incorrect in only using ISK as a measure for value in MMO's. To measure value creation in an MMO you have to look at everything players can create from nothing. In EVE's case, this is ISK, Ore and Loot. All of them are interchangable (at a certain exchange rate), so creating one is equivalent to creating another as they all add to the combined wealth pool. I know this keenly as I way back was one of the admins of a major MUD, and resource inflation was THE biggest problem. The distribution between these 3 are determined by simple economics, with people accumulating the one that is worth most because it flow SLOWEST into the system, in our case ISK. Since in our case ISK is also the official trading medium, that also contributes to the desire to collect them. However, from my outside view (I haven't got access to CCP's algorithms and logs, though I would dearly like to ), it seems to me like resources of all 3 kinds are not leaving the game fast enough, or that resources are coming in too fast. I would actually venture the suggestion that mining output should be REDUCED across the board, loot should be REDUCED accross the board, and mission money should be REDUCED accross the board. Either that, or danger levels should be increased so people loose more stuff. At the moment, if you stay in high-sec and have a minimum of intelligence, you do not loose resources except for ammo. This, I think, should change.
On your last point with limiting new skills to low-sec, I think it would probably work, but I don't like limiting things that way as it ruins part of the consistency of the storyline. Why would these skills only work in low-sec? What is the explanation for this? The aim of EVE's storyline creators would probably be to create a consistent, natural seeming, universe, with rules that make sense. They can't always do that (spaceship movement...) for gameplay reasons, but I think their aim is to limit the number of 'unnatural' things to an absolute minimum.
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