| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Dutarro
|
Posted - 2005.12.10 21:43:00 -
[1]
One thing bothers me about mining asteroid belts -- it doesn't make a lot of sense that minerals can 'grow back' after you mine them. They are just rocks after all not living things.
Why not replace 'Asteroid Spawns' with 'Asteroid Discovery' in EVE? Once you mine an asteroid the minerals are gone permanently. However, new asteroid belts in a system can be discovered with scan probes or through agent missions. I think this is more logical and would add some new, fun dimensions to gameplay. Prospecting would be a viable career in itself, for example. And the location of rich asteroid belts would be a precious commodity that could be traded among players.
|

Cygnet Lythanea
|
Posted - 2005.12.10 21:46:00 -
[2]
Because within a week, no newb would be able to mine ever again. Non Nobis, Domine, Non Nobis, Sed Nomine Tuo Da Na Glorium |

Spoon Thumb
|
Posted - 2005.12.10 22:57:00 -
[3]
http://myeve.eve-online.com/updates/plannedfeat.asp
Note the "Massive asteroid fields" - This may mean you only have to respawn asteroids say once a month or even longer
x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x~~x Spoon Thumb - I can scoop ice cream with my thumbs! |

delvon
|
Posted - 2005.12.10 22:58:00 -
[4]
This is an interesting idea. make an agent mission and once the the belt has been discovered and survey results have been turned into the agent belts would become public knowledge or private depending on whether the person doing the mission actually turns in the results or keeps the location to him/ her self (at a big standing loss with that agents corp). ROCKS DONT GROW BACK... heehee CCP = Can't Correct Problems
|

Dutarro
|
Posted - 2005.12.10 23:01:00 -
[5]
Originally by: Cygnet Lythanea Because within a week, no newb would be able to mine ever again.
That is a problem, though it could be fixed by the tutorial agents handing out belt coordinates to new players or something like that.
|

Vox Virilis
|
Posted - 2005.12.10 23:09:00 -
[6]
Although this idea would make the game more realistic, I don't think it's doable. First off, there are folks that warp around systems from belt to belt, in order to hunt the NPC pirates. If you take belts out of the overview and make them something to be "Discovered", then anyone wanting to pirate hunt has to haul a scan probe around with them. Also, like the first reply said, this ruins gameplay for new players: "Your telling me I can't mine, because roid belts are now hidden, and I've got to train skills to operate scan probes?" One more thing, technically, this idea is still "Belt spawning". I mean, I scanned last week, and there were no new belts, I scan today and there's 2 new ones???
Overall, this idea just makes it harder for the new players. Yes there's a bit of non-realism in asteroid spawns, but the system works. I say leave it like it is.
"My backpack's got jet's. I'm Boba the Fett. I bounty hunt for Jabba Hutt, to finance my Vette. -wikiwikiwa!" |

Dutarro
|
Posted - 2005.12.11 02:17:00 -
[7]
Originally by: Vox Virilis Although this idea would make the game more realistic, I don't think it's doable. First off, there are folks that warp around systems from belt to belt, in order to hunt the NPC pirates. If you take belts out of the overview and make them something to be "Discovered", then anyone wanting to pirate hunt has to haul a scan probe around with them. Also, like the first reply said, this ruins gameplay for new players: "Your telling me I can't mine, because roid belts are now hidden, and I've got to train skills to operate scan probes?"
Scan probes would not be required. You could always ask an agent for belt coordinates, and delvon's idea that discovered belts can become public knowledge would also help.
Originally by: Vox Virilis One more thing, technically, this idea is still "Belt spawning". I mean, I scanned last week, and there were no new belts, I scan today and there's 2 new ones???
The premise would be that scan probes are not 100% effective, i.e. there are many many asteroids out there but each time you look you'll likely only find a tiny fraction of them.
Originally by: Vox Virilis Overall, this idea just makes it harder for the new players.
I agree that new players must be taken into account if this were implemented. Maybe a combination of fixed belts and 'discovered' belts is possible.
Originally by: Vox Virilis Yes there's a bit of non-realism in asteroid spawns, but the system works. I say leave it like it is.
Realism isn't the only reason to change the asteroid spawn rules. Using a survey scanner to avoid 'popping' roids is a major pain, especially with the survey scanner's klunky user interface. And there is the infamous tactic used by some alliances of popping all the good roids in their enemies' territory, especially those that have been left with just a few mineral units in order to respawn.
Overmining is also a downside of the current asteroid system. In well-traveled areas, the useful roids are often all used up -- nothing says 'player overcrowding' like warping into a belt to find nothing but cans.
|

Lygos
|
Posted - 2005.12.11 03:20:00 -
[8]
Scanners are not entirely necessary. You could bribe/intimidate an npc into giving you a bookmark for an asteroid cluster that will last for 12 more hours before it enters a dangerous cloud of micrometeroids.
If we ever get true belts, then a fixed amount of resources in the environment won't be so bad because it will take so very long to explore a single belt. If we had a static amount of ore, then theoretically we'd see a few more people fanning out all across empire at least.
Respawn would happen only as fast as ships were destroyed and ammo expended.
An elaborate means of redistributing respawn could have a great effect on shaping the politics of scarcity in 0.0 at least. With more relevant factional concerns, you could kick off The Great Miner War by letting groups decimate rival stocks for their own gain.
I think it should also be possible to damage asteroids permanently with regular weapons. But of course, this should be illegal in republic space.
Targetting Sig Variance -- "Everything I love is combustible." |

The Major
|
Posted - 2005.12.11 03:22:00 -
[9]
I say we stop the destruction of asteroids altogether and fudge mining to compensate.
I propose a system of Mining Claims.
Hear me out...
Asteroids are permanent in the universe. You can't ever pop an asteroid (which one would assume would take some strain off of the DB and servers). Instead asteroids have concentration level, purity if you will.
This is a value you can't find out without using a survey scanner, and the accuracy of your results will vary depending on a whole heap of factors we'll gloss over for now. Taking the current system into account of mining lasers and suchlike we assume that the purity level dictates how much of what you pull in per cycle is actually usable ore (we might assume the rest is just worthless crap that gets jettisoned into space to later form new asteroids in millions of years time or something. Or just get your ship dirty, it's not really important).
Now I'm not going to go into numbers here because it's saturday night, I have a headache and it would be a whole 2-3 months worth of balancing for one guy alone I reckon.
But the key to this system is such: The more people who are mining an asteroid at the same time the lower the effective purity gets. So 1 person mining 1 roid is pulling in exactly what the purity level of the asteroid indicates plus modifiers for skills and whatnot. Johnny Noob turns up and starts mining away at this guys roid. Only Johnny Noob is effectively digging away at the leftovers of the roid meaning he's only pulling in lets say 50% of the purity level (meanwhile the original miner is still pulling in the full purity level). It is in the best interests of Johnny noob to find his own asteroid to mine even if it is a slightly less pure one it'll be better than mining somebody elses.
Should a player leave an asteroid belt or their mining equipment is not engaging the asteroid for a period of time (lets say 5 minutes), their claim to that asteroid is "revoked" and somebody can claim jump and get the full benefits (or it will just tick over onto the guy who has been mining that asteroid the longest).
Naturally in 1.0 space you will see far lower purity asteroids than other systems, you might even be able to factor in the size of an asteroid into how badly it affects multiple miners. But faced with the possibility of getting only 10% of your potential mining yield in 1.0 space or 100% out in 0.0 you might actually start to explore the galaxy for low-traffic systems where you can mine in peace without fear of roids popping.
Clearly it will spark conflict over the better roids but in my opinion that's part of the fun 
|

Wayn Dotha
|
Posted - 2005.12.11 15:13:00 -
[10]
But with this system you could VERY easy go afk mining. You claim your roid and go away, without ever having to change the roid. If the roid is disappearing after some time, you have to go for a new roid and mine this. Even if you set down the effectivity to 10% of 1.0 systems, you could easily make 10 accs, let each mine and every hour you remove your cargo and gather it with a transport. With the actual system you have to watch each of the 10 accs where a roid had expired and the lasers need a new target.
|

The Major
|
Posted - 2005.12.11 16:33:00 -
[11]
My policy with AFK mining is: Why bother fighting something people will find a way to do anyway?
Besides the macro miners are mining Ice these days which doesn't pop. And frankly without them I'm not sure the game would be able to support as many Starbases as it does.
|

Lygos
|
Posted - 2005.12.11 16:50:00 -
[12]
Originally by: The Major My policy with AFK mining is: Why bother fighting something people will find a way to do anyway?
Besides the macro miners are mining Ice these days which doesn't pop. And frankly without them I'm not sure the game would be able to support as many Starbases as it does.
QFT
I've become less ambitious in my recommendations for revamping the minerals economy. Nice to see someone else hasn't.
Targetting Sig Variance -- "Everything I love is combustible." |

Anton Zuber
|
Posted - 2005.12.11 20:43:00 -
[13]
I do not see how this is in any way an improvement. You are not 'eliminateing asteroid spawning' as you boldly claim with this idea. All you are accomplishing is making the process even more complicated than it already is.
I do not find this any more 'logical' for entire belts to spawn than I do for asteroids to do so. And the added complication of trying to track down these new belts is not useful.
In summary /NOT signed
|

Opiette
|
Posted - 2005.12.11 20:48:00 -
[14]
Wait and see eventually they release the system wide belts. then you can mine aaaal day loong.
I like to drink, smoke, screw, and mine veldspar... Multitasking 5 FTW! |
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |