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Redundancy
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Posted - 2003.09.10 19:51:00 -
[1]
We've got the go-ahead for public testing of the following deployable items (complete list includes some from before):
Quote: Small Secure Container Medium Secure Container Large Secure Container Huge Secure Container Giant Secure Container
Guardian Sentry Gun I Sentinel Sentry Gun I
Amarr Mobile Refinery Minmatarr Mobile Refinery Caldari Mobile Refinery
as well as the "Anchoring" Skill
These items are currently available in the 6th division hangar of FCC ("Test Deployables") and will also require the "Equipment Can Config" role to be set. In FCC, we will start making that role available and grantable for members, as well as the hangar access. Please bear with us as we try to get to a state where everyone who is a member currently has access.
I will also attempt to make these items available to FCC2, although I'm afraid I have no access and no control over the roles or hangars, and cannot guarantee that it will be possible to deploy these items while in that corp (it depends on who has what controll). (again, this comes down to the problems we're currently having - I will update this post when I know more)
Please post your feedback from testing these items, as well as short descriptions of bug reports and problems in this thread, as an overall summary.
Redundancy |

Jarjar
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Posted - 2003.09.10 20:04:00 -
[2]
Edited by: Jarjar on 10/09/2003 20:12:51 If someone can give me the role to grant 'em, I can help with that as well (I'm currently helping with hangar access ).
Edit: Um, great... 1) Skill training doesn't work on chaos 2) Anchoring requires corp management 3, refining 3
Can't help ya'. 
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Redundancy
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Posted - 2003.09.10 20:24:00 -
[3]
Edited by: Redundancy on 10/09/2003 20:27:28 0.5) We're looking into that, but this may eventually have to wait on the copy from tq to be finally sorted out.
1) I've just tried, no problems. Could you get a bug report with a log in please? that's an important problem if it exists
(update) Abort training before you try and start a new skill. will bug report.
2) I'll get those skills added to FCC2 hangars when I can - although they sound like strange requirements.
Redundancy |

Tico
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Posted - 2003.09.10 20:33:00 -
[4]
Edited by: Tico on 10/09/2003 20:34:47 This may be a little off topic but, would it be possible to get some kind of training speed increase or something. Since the last time Chaos was mirroreed was in August we would have to retrain our characters to be able to use the stuff we are trying to test(ie mobile refineries). For some that may be awhile.
I know I really want to test out some of the new things we are getting but I will have to take timeout to train my character again.
I know you guys have other pressing issues with trying to keep the community happy and all. By the way is there any word on when Chaos will be mirrored again?
"That which does not kill you makes you stronger"
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Michel Licari
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Posted - 2003.09.10 22:08:00 -
[5]
Why oh why? No Gallente mobile refinery? What this? Bigotry in EVE...
'To fight when others fold, pursue while others retreat. conquer while others quit and make right when all else is wrong' |

James Baker
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Posted - 2003.09.11 07:27:00 -
[6]
Ok, took some time off to test the edployable items last night. Tested a Caldari Mobile Refinery and a 2 Sentinel Sentry Guns. First off I like the not too large sizes of both items, as I could easily fit all 3 into my Mammoth without using expanders. Good choice :) There is no trouble deploying for corp (IIRC the "Deploy for Self" is not working, so a decision on whether to include it or not would be great. Could cause confusion) for either item. However, the mobile refinery refuses to be anchored. I trained Anchoring to level 1 prior to test these items. However, it just gives you a message that anchoring will take 60 seconds, but after 60 seconds, nothing has happened. When you try to put ore into the refinery, it'll tell you that it needs to be anchored. When you try to start a refininig run (of course with no ore), it'll tell you that it needs to be anchored. So not much luck there. Of course I forgot to switch on exception windows, but I hope to be able to test it again tonight. As for the sentry guns, they deployed nicely and anchored just as well. As for them working, I could not test that, as everybody is in Fight Club. Looks like I'm going to have to get some of my members over to Chaos soon....
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Helison
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Posted - 2003.09.11 08:16:00 -
[7]
I tested first without having the anchoring-skill: Small secure container: required anchoring skill Sentinel Sentry Gun I: I was able to anchor it. Caldari Mobile Refinery: required "mobile refinery operation" skill
questions: Is there a way to say, who deployed a sentry gun? Who can unanchor the sentry gun? Only the owner/corp? Can someone spawn some mobile refinery operation skills for fcc2?
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ROFL
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Posted - 2003.09.11 12:19:00 -
[8]
2) Anchoring requires corp management 3, refining 3
Is this confirmed? If so, its awfully stupid. The prereq skill for anchoring should not be corp management it should be instead leadership. Refining skill should only apply the mobile refineries.
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Discorporation
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Posted - 2003.09.11 12:50:00 -
[9]
Quote: 2) Anchoring requires corp management 3, refining 3
Is this confirmed? If so, its awfully stupid. The prereq skill for anchoring should not be corp management it should be instead leadership. Refining skill should only apply the mobile refineries.
Indeed. Anchoring should not be for refining CEO people only. Rather, it should be for field operatives. I'd make it a Leadership (or perhaps Navigation based) skill as well .
[Heterocephalus glaber]
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Helison
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Posted - 2003.09.11 12:50:00 -
[10]
Quote: If so, its awfully stupid. The prereq skill for anchoring should not be corp management it should be instead leadership.
Why leadership? Anchoring has nothing to do with leadership at all!
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Basilisk Bonita
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Posted - 2003.09.11 14:00:00 -
[11]
IŠm not playing on chaos due to lack of time, so perhaps someone could get some info through to me.
By which means do Sentry Guns interact? Can you tell them: "Hey, when player xyz shows up, start to shoot!"? Or do they act when they looked up the corp standing towards someone or a corp? Or do they look up the standing from the person who anchored the gun to the person who arrives? When dealing with sec-status, do they attack freely all -5.0? or all with +0.0? (when anchored by a -5.0 person) [I can see Jim Raynor building up 100 guns at a gate, watching them and drinking coffee nearby. ;)]
What about refinerys? Can someone else come by, use them, and you (as owner) get the amount which is stated as "We take", which is dependant on the users refinery skill? Possibly an isk-charge in order to use the refinery?
Any info would be nice. :)
BTW, i would make the requirements for Mob-Refs something like:
- Refinery 5 (or even Refining Efficiency) - Industry 4
Should be not so easy to anchor a MR in space and not possible for everyone from the start. It should be something the Producer/Trader is for. IMO
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j0sephine
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Posted - 2003.09.11 14:03:00 -
[12]
"Indeed. Anchoring should not be for refining CEO people only. Rather, it should be for field operatives. I'd make it a Leadership (or perhaps Navigation based) skill as well ."
... Maybe a combination of Science --one has to determine optimal point to anchor the object which can be tricky in space-- and Mechanic skill, being 'tis the aspect of objects one has to deal with when anchoring, no matter of what type the object is?..
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Lurk
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Posted - 2003.09.11 14:42:00 -
[13]
I'd suggest Mechanics 4, Science 3 and Navigation 3 for Anchoring and Refining Efficiency 3 as well as Industry 5 for a Mob. Refinery.
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Valeria
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Posted - 2003.09.11 14:48:00 -
[14]
As a CEO of my corp, I have lvl 1 corp management. My security officer (which has the role to deploy objects for the corporation) must now train up corp management 3? That doesn't make sense. 
Refining does make sense... for mobile refineries!
For sentry guns, mechanic and leadership should do the trick.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

Aki Ross
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Posted - 2003.09.11 15:02:00 -
[15]
I'd recommend a logical requirement - like Navigation (placement in 3d space) and Mechanic (used to handle large machines I believe?) or Industry - to Anchor.
Leadership and Corp? Machinery doesn't need discipline like players . Mind you, Corp Management includes handling a Corp's assets, etc...
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Discorporation
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Posted - 2003.09.11 15:20:00 -
[16]
Quote: I'd suggest Mechanics 4, Science 3 and Navigation 3 for Anchoring and Refining Efficiency 3 as well as Industry 5 for a Mob. Refinery.
I'd like the Anchoring pre-reqs like this (meaning I can train it instantly, hehe). Suggestion; Industry lvl4 + Anchoring lvl 2-3 for Mobile refineries (Secure containers then having Anchoring lvl 1 as prereq). Scale this all the way up to Advanced Anchoring lv x for stations ?
[Heterocephalus glaber]
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Basilisk Bonita
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Posted - 2003.09.11 17:17:00 -
[17]
uhh, yes. Advanced Anchoring. Stations. That sounds good.
No one any ideas on my other questions?
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ROFL
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Posted - 2003.09.11 17:28:00 -
[18]
Quote: Why leadership? Anchoring has nothing to do with leadership at all!
Yes it does you silly goose! Imagine you're towing this big huge deployable thing. Someone has to make a COMMAND decision(leadership) and say when and where this huge expensive thing gets deployed. You're controlling corporation assets, as a leader.
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Snoop
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Posted - 2003.09.11 17:43:00 -
[19]
anchoring should need mechanic skills instead of corp management. it makes more sense?
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Ruffles
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Posted - 2003.09.11 18:22:00 -
[20]
With all due respect, the skills should be easily accessible to all, low and high time in game.
After all, you have made secure cans the only way to drop-mine in a system, and the only option to ore theives, but you all seem to want to place such high skill requirements on them :S
Don't forget, people in the help channel advise newbies to the game to use secure cans, but they can't if they haven't the skills to anchor them, so for the first few days you are saying "Sorry, you need to use these to prevent that, but you can't use those until you trained level 4 this, level 4 that, etc".
Doesn't anyone else see that as rather unfair on them, and a potential support issue waiting to happen?
Mobile refineries, well, thats a different matter imo.
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Danton Marcellus
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Posted - 2003.09.11 18:45:00 -
[21]
No gallente refinary?
Convert Stations
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Silinary
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Posted - 2003.09.11 20:58:00 -
[22]
Quote: With all due respect, the skills should be easily accessible to all, low and high time in game.
After all, you have made secure cans the only way to drop-mine in a system, and the only option to ore theives, but you all seem to want to place such high skill requirements on them :S
Don't forget, people in the help channel advise newbies to the game to use secure cans, but they can't if they haven't the skills to anchor them, so for the first few days you are saying "Sorry, you need to use these to prevent that, but you can't use those until you trained level 4 this, level 4 that, etc".
Doesn't anyone else see that as rather unfair on them, and a potential support issue waiting to happen?
Mobile refineries, well, thats a different matter imo.
I'll have to agree with this. The actuall skill of anchoring should either have no pre-reqs, or very little. This will allow new players to use the secure cans which are their only defence against ore thieves.
Perhaps then, you get a second skill to allow the anchoring of mobile refineries, sentry guns, hangers, what ever. Let those more advanced items require a certain level in Anchoring, or, require lvl 1 anchoring to note that a person has it, and then various (1 or 2?) skills that actually pertain to the item. mobile refinery skill could have refining, or refining efficiency + the anchoring, factories needing industry, or production efficiency, mobile labs? ...
Point being, if you need to anchor secure cans to be able to use 'em, even the small ones, then the requirements need to be lower then what currently is in place as needed. other option is to just tell the new plahyers they are forced to transport it in ship as most people started out doing in the begining, or they take their chances untill they get the skill.
You can do anything you set your mind to. |

Athule Snanm
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Posted - 2003.09.12 10:06:00 -
[23]
I agree - anchoring should be a low pre-req skill, but everything tasty you can use with it (ie the lot apart from secure cans) should have at least one level 5 pre-req, possibly more. Quite possibly high rank level 5s too for the extreme stuff like mobile refineries.
Whilst I'm not a believer in the 'it all finished with the end game' ethos, it is nice to have goals to aim for that are a bit more exciting than an extra 5% damage per shot or something. If the pre-reqs are low then a large number of people will have reached them already, effectively having reached the new 'end game' without having done anything.
Love all the ideas though!
_______________________________
Doomheim - EVE's only hygiene! |

Aki Ross
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Posted - 2003.09.12 10:11:00 -
[24]
You could just give Anchoring a Mechanic Level 1 or 2 prerequisite... its logical and since everybody buys Mechanic for expanders...
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Ruffles
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Posted - 2003.09.12 10:39:00 -
[25]
Smarter call Aki I think.
I think it does highlight two different perceptions sadly.
One side they want anchoring to be a high requirement because of things like sentry guns, mobile refinerys etc. On the other side they forced this on people for secure container use, so you can't make it a high level requirement. That really defeats the whole purpose of high sec space ore theft prevention.
Personally, I think they have two lines here which are completely different.
Anchoring: Rank 1, Pre-reqs something like Aki said, Mechanic 1 should suffice, that is achievable in an hour for most newbies.
Structural Anchoring: Rank 3, other prereqs as this might cover things of a bigger nature. Guns, mobile kit, etc.
Please make it reasonable, 1 month for level 5 on a rank 3 skill is harsh to patiently wait for just to drop something into space. Making that a pre-req, well, perhaps for things like stations, but don't go too far. Spending 1 month waiting to be able to do something isn't exactly a fun use of that month :)
However, bare in mind peole are dying to have other stations out there, if we keep making pre-reqs too high and costs too high, you will see very few stations, and perhaps people will just build them inside empire space. Plenty of empty space, encourage their use of it by making it not too demanding. :) Only my personal opinion.
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Aki Ross
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Posted - 2003.09.12 13:26:00 -
[26]
Suggestions:
Secure Containers:
Mechanic Level 1 and Level 2 (for Huge/Giant) Anchoring Level 1
Sentry Guns:
Anchoring Level 2 (or 3) Gunnery Level 4 (equivalent to Large Turret, a Sentry Gun is similar)
Mobile Refinery:
Anchoring Level 3 (or 4) Industry or Refining Level 4 (or 5)
Just vague suggestions, but it would be logical to use Skills like Gunnery, etc
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j0sephine
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Posted - 2003.09.12 13:44:00 -
[27]
Edited by: j0sephine on 12/09/2003 13:45:15
"Secure Containers:
Mechanic Level 1 and Level 2 (for Huge/Giant) Anchoring Level 1"
... Just a note, since (per your earlier suggestion) Anchoring itself would require Mechanic skill, it doesn't need to be repeated as requirement for the container anchoring. Other than that, all seems very sensible. =)
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Robomonkey
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Posted - 2003.09.12 14:13:00 -
[28]
Yeah, seeing as everyone will want to anchour at least secure cans, Anchouring should be a skill with very low to no pre-requisites.
Then implement an advanced anchouring skill which relys on corp management (for corp assets) and basic anchouring, for anchouring large objects like MR, Factorys, Stations.
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Ur Nemesis
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Posted - 2003.09.12 18:14:00 -
[29]
no gallente ones? or cant they make a nice looking one ? 
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Fusion
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Posted - 2003.09.12 19:38:00 -
[30]
Will A dev please post, whether or not there will be a Mobile Refinery for gallente, and why?
Thanks Fusion
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Drutort
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Posted - 2003.09.13 10:10:00 -
[31]
NO!!! anchoring should be a MECH not a "Corp Management lvl 3"
as well as engineering/electronics
what does a skill for being a CEO have to do with deploying items on the FEILD!!!
NOTHING... i could say leadership maybe but that has nothing to do with some mechanical thing... thats why MECH skill is best for it and 2nd would be eng/elec
support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Drutort
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Posted - 2003.09.13 10:14:00 -
[32]
crap others beat me to saying what i had... anyway im glad there are ppl who can just take some common sense and basic logic... and come up with that mech/leadership is the right skill
none others... 2ndry skills would be eng/elec prob more eng  support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Amin
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Posted - 2003.09.13 11:08:00 -
[33]
Edited by: Amin on 13/09/2003 11:10:21 Tried out mobile caldari & amarr refinery's and both sentries last night. The refinery's work great and i was able to anchor it far from any planetary body, bookmark and then warp to it whenever i needed. Any1 who finds it seems to be able to use the refinery and its indestructable, im still not sure if this is a good thing.
My main problems are with sentry gun, for example they have sensor stregth of 1 across then different types which mean that any type of jammer will be able to jam them. Also they seem a little weak, i was able to take 1 out with a moa in vey little time and i didnt jam either. However this may be understandable as these sentry guns are probably the most basic types. My main worry was how they react to hostile targets. Im not sure how to setup friend/foe, so that the sentry gun knows when to shoot. I tried adjusting my standing with another player to the lowest possible setting but they still didnt shoot. Will this have something to with the Chief Tactical Officer Skill? Furthermore, will there be a way of telling the sentry gun to shoot if the refinery is attacked, because from my tests they only shoot when they r directly engaged and even then its only the sentry that is fire upon and not the others. Will there be a way to "bind" the sentry's and refinery to behave in a similar way to npc stations and sentrys, so to act in unison and not as separate entity's? Just my thoughts, any answer would be aprechiated 
Drink StarsiÖ Relation Co-ordinator Caldari State Citizen ------------------------------------------------------------------------
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j0sephine
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Posted - 2003.09.13 14:38:00 -
[34]
"Any1 who finds it seems to be able to use the refinery and its indestructable, im still not sure if this is a good thing."
... Am guessing 'tis because the mobile refineries, like other player-owned objects can be taken over once you cause enough damage to them.... and apparently the code responsible for taking over isn't present yet?..
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Solas
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Posted - 2003.09.13 15:21:00 -
[35]
Edited by: Solas on 13/09/2003 15:22:22 I donÆt think players will need anchoring while mining in security areas. I was under the impression that opening another players can and taking items would agro the police post patch.
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Zyrla Bladestorm
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Posted - 2003.09.13 17:37:00 -
[36]
Edited by: Zyrla Bladestorm on 13/09/2003 17:38:31 if memory serves the solution they were thinking of implementing was if someone opens someone elses can it flags them "Criminal" somewhat like UO used to have, basically it means the owner of the can can fire at them legally even in 1.0 .. but the police wont attack the owner .. not sure if the police would show up to fight the thief if he tried to return fire or not. how many noobs with a ship kitted for mining can take down an more experienced char in an indy ?
Edit add : I'm not neccessarily against the idea :) just pointing out it wont do much to effect the fact that the noobs should still be able to use there secure containers securely :) . ----- Apologys for any rambling that may have just occurred.
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MSDborris
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Posted - 2003.09.14 04:47:00 -
[37]
i have only one thing to add to this WHER ETHE HELL IS THE Gallente Refinery
***** " MSDborris, " Baka!, Hentia! "
***** |

Drutort
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Posted - 2003.09.14 08:48:00 -
[38]
Quote: Smarter call Aki I think.
I think it does highlight two different perceptions sadly.
One side they want anchoring to be a high requirement because of things like sentry guns, mobile refinerys etc. On the other side they forced this on people for secure container use, so you can't make it a high level requirement. That really defeats the whole purpose of high sec space ore theft prevention.
Personally, I think they have two lines here which are completely different.
Anchoring: Rank 1, Pre-reqs something like Aki said, Mechanic 1 should suffice, that is achievable in an hour for most newbies.
Structural Anchoring: Rank 3, other prereqs as this might cover things of a bigger nature. Guns, mobile kit, etc.
Please make it reasonable, 1 month for level 5 on a rank 3 skill is harsh to patiently wait for just to drop something into space. Making that a pre-req, well, perhaps for things like stations, but don't go too far. Spending 1 month waiting to be able to do something isn't exactly a fun use of that month :)
However, bare in mind peole are dying to have other stations out there, if we keep making pre-reqs too high and costs too high, you will see very few stations, and perhaps people will just build them inside empire space. Plenty of empty space, encourage their use of it by making it not too demanding. :) Only my personal opinion.
the only way to solve this is make more then 1 skill 
i mean they should be specific anyway? and say cans achored dont need any skill how about that? not like you need a skill to use the secure cans  support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Jojin
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Posted - 2003.09.14 11:19:00 -
[39]
The high requirement for anchoring of cargo containers in space is a good idea. I do realize this will mean new players will not be able to anchor secure cargo containers themselves a few hours after starting, but please consider there should be many items to look forward in EVE (thus everything is not available in a matter of hours given funding.)
If a new player would like to have a container to use in space, they should just ask for an experienced player to anchor the can for them, pay the player and receive the password. This method makes another avenue to pursue wealth and gives those players who pursue such specialized skills as anchoring a way to get a return on their investment.
With the regards of pre-requisites, balance needs to be obtained in the skills area. The actual skills for placing an item in space should be based upon what type (Industrial/Technical/Gunnery) of item is being anchored, but should not necessarily be a commonly used skill unless it is extremely high (ex. Gunnery 5 for turrets, Industry 5 for Refinery, etc). Use of Corporate Management does accomplish this in some manner, as remote anchored items would typically be used by corporations.
The question is, from a logical standpoint, why does a management figurehead (or one skilled in management) have to present for deployment of a mechanical device?
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Ruffles
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Posted - 2003.09.14 12:25:00 -
[40]
Yes Jojin, I am sure there will be hundreds of new skills over time for you to waste hours developing.
However, I was pointing out a current issue. In the help channel we end up having to recommend secure containers to a lot of new players. If you make basic functionality become something you should have to strive to get, you may put people off. I already know people that have left the game saying that skill training is as bas as xping in other games, months later I still am training and no where near the skills I plan to end up on. However much you want to extend the game further for your time, please come to help and advise these new players how to protect their ore now?
After all, lots of them are in little ships and firing against a professional ore thief in a badger mk 2/mamoth is really not going to even dent their shields. Whilst you might have a cruiser/battleship to fire back with, new people don't. Hell most don't have more then a civie weapon for quite some time. You really think that will scare these professional thieves? They know you can't wage war on them, they know you can't attack until they have done something, and they know in most cases they can still get away.
You want to prevent this type of thing, allow a preventative measure.
Allow people to fix their own secure cans in space at low cost to them time/money wise.
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Jojin
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Posted - 2003.09.14 14:26:00 -
[41]
To help a new character on methods to mine in space, I would suggest using the method I used when I first started. It involves mining until my cargo hold is full and returning to the station.
The only time I mined into a container was if there was an industrial waiting to haul my ore away.
This concept of being able to mine into a container only to return later to pick up the item is something which has risks involved. Inform the player of the risks. Let a new player take steps to reach a goal and along the way, keep new methods open for acceleration to give a feeling to which something is to be accomplished.
The secure cargo containers were a solution to a problem, but the solution turned out to cause problems so some modifications are being made. A new player should learn to become comfortable with change in a game such as EVE as many more changes are going to occur down the road.
I am sorry this will mean the advice given will have to be flexible and change along with the game, but it also means the game is ever changing and not stagnant.
So in summation, the answer which should be given to a new player should inform them to take their ore back to the station. After playing for a while they may wish to look into secure containers as a method to enhance their mining yield if they wish to do it solo. Otherwise, they have the option to join up with a veteran group or corporation and use their advanced skills and resources (like secure containers) to help accelerate their mining yields.
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PoPa
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Posted - 2003.09.14 16:16:00 -
[42]
WHen i tested the ammar mobile refinery it wouldn't move ore from my cargo to the refinerys cargo. Not sure if it was lag but i don't think it was.
Couldn't test much else as its more of a team excercise:)
PoPa - FireFlies corp
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Gantros Obscura
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Posted - 2003.09.14 19:11:00 -
[43]
I haven't actually tested the turrets on Chaos, but I have heard from fellow members of my corp that the turrets are extremely easy to jam and destroy them.
If turrets are to be an automated defense for megacorps, they should be either be made to be tougher, built cheaper and faster, or be permitted to be built in close proximity to gates and stations, as those are the two primary applications, with mobile refineries being secondary.
I'm not saying that gates should be allowed to have 100 turrets surrounding them 30 km away from the gate (the future anti-warp bubble), but adjust their limitations so they can be a somewhat viable deterrent to invasion by player pirates. An example could be like this:
Current turret stats When deploying near a gate or NPC station, the deployment range limit is 70km from gate/stations, instead of the current 100km limit. "As with all things, Darkness falls for thee..."
http://www.taggarttransdimensional.com |

Spokes
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Posted - 2003.09.14 20:20:00 -
[44]
Few things. Last night I tested the caldari mobile refinery on chaos and everything worked great except the refining! I put in 333 scordite, which with my skills(refine eff. 4) I would get 797 trit and 398 pye, but instead I got 62 trit, and 31 pye! Granted it should be a little less then normal, maybe 10% or so, and there shouldn't be part of the minerals taken for the station owner, as that is now me!
As for skills, corp management should be for the corp only, not for anchoring.
Anchoring
This should be an easy skill to get, enough said.
Secure Containers
- Small, Medium, Large - Anchoring lvl 1
- Giant and Huge - Anchoring lvl 2
Sentry guns
This shoudn't need any gunnery skills, and the likes, as the person isn't firing it, it is automated. The only hard part, would be putting it in space, and configuring it. I think there should be a skill for configuring it as well, Sentry Gun skill, that would require mechanic level 4 or 5. As this is a little harder to work. Then each level of the sentry gun skill would enable you more options, or better bonuses on ur sentry guns.
Mobile Refinery
- Anchoring lvl 4
- Industry lvl 5
- Refining lvl 5
A mobile refinery shouldnt be easy to get or use. Not everyone should be able to use it, and it should be hard to do so. Also the mobile refinery skill should affect how efficient the refinery is. Similar to the refining skill.
As this anchoring skill would continue, anchoring a station platform, would require anchoring lvl 5.
I cant wait for all this stuff!! Just a little bit of refining and this will all rock! ---------------------- There is no such thing as a stupid question, only stupid people. |

Karash Amerius
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Posted - 2003.09.15 01:48:00 -
[45]
I think CCP just wanted to give the Corp Mgmt skills a better use since people seem to only use them for alts and such to control a corp.
Personally I don't mind this, since I have Mega Corp lvl 1 
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Roba
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Posted - 2003.09.15 02:40:00 -
[46]
The mobile refinery skill should on affect setting it up. A person should need those skills to set it up not use it. That way corps can use them. They have a guy who sets the thing up then they leave it for the miners to use.
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Drutort
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Posted - 2003.09.15 07:58:00 -
[47]
Quote: The mobile refinery skill should on affect setting it up. A person should need those skills to set it up not use it. That way corps can use them. They have a guy who sets the thing up then they leave it for the miners to use.
right on... just because someone builds a car or a house... doesnt mean that the user needs to know how to build a car or a house to USE IT!!!!
hehe 
I think i make my point support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Probe
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Posted - 2003.09.15 08:50:00 -
[48]
Quote: If turrets are to be an automated defense for megacorps, they should be either be made to be tougher, built cheaper and faster, or be permitted to be built in close proximity to gates and stations
Quote: adjust their limitations so they can be a somewhat viable deterrent to invasion by player pirates.
TTIman, it sounds like yer wanting to completely block some space regions just for yerself with a permanent Sentry Gun blockade.
I can just see yer intentions... have almost all yer corp swarm into a a region like Venal and start droping tons uppon tons of Sentry Guns in gates and stations just to make a "power grab" in Venal, then placing all other corps in negative rating in Corp Standings so that the Sentry Guns should find EVERYONE as enemies... and voilß... instant-TTI-kingdom-soup-from-packet.
Personaly i applaud CCP's decision of not allowing the possibility to travel the galaxy being choked by greedy corps using Sentry Guns on portals.
If u want defense, have some of yer own players to defend the gates (other corps do), or u can place the Sentry Guns in the roid belts to protect yer mining ops there, and principly to guard yer future Player Station.
Do you even realize how limited the galaxy would be of everyone could plac e Sentry Guns on gates??? There would be NO 0.0 space for anyone but 5 or 6 big corps... but somehow i don't think u would be upset by this, mr TTIman, so wakeup from yer dreams of power-and-glory-the-easy-way and start working hard to get yer own place :p
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Dragunov
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Posted - 2003.09.15 12:44:00 -
[49]
well said.
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James Baker
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Posted - 2003.09.15 12:47:00 -
[50]
I finally did some testing on the mobile refineries last night. In build 1199 they didn't tell you that you had to get Mobile Refinery Operations skill in order to anchor them, so it took a few days. A corp mate and me refined 333 Scordite each. I have Refining 4, he has Refining Efficiency 4. The refining skills are taken into account, but we only got 7.8% of what a refine in a station refinery would have yielded (I think that it's 8%, but got rounded). That said, I'm not sure if the Mobile Refinery Operations skill is taken into account (or is supposed to be taken into account) when refining using a mobile refinery. Hopefully I'll have time to test that tonight. I can live with a mobile refinery not yielding as much minerals as a station refinery due to the fact that it introduces the ability to conduct large scale mining operations in deep space. But 8% is far too low. As I mentioned, I don't know if the skill is taken into account when refining, but I would hope it is, but that it would then add 20% per level of what you'd get in a station refinery, and not 8% (if this is so), letting it be possible to get max yield from a refinery with the right skills. But even better, let it start at 50% adding 10% per skill level (to restrict people from just overusing it), or let it start at 75% adding 5% per skill level to let it be easily available, even for smaller parties or newer players that do not have the time to train it up a lot. A third alternative is to let it start with 50%, adding 5% per level and introducing a Mobile Refinery Efficiency skill that also grants a 5% increase per level.
James Baker
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Aronis Contar
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Posted - 2003.09.15 13:07:00 -
[51]
I popped in and toyed a bit around, only noticed two things:
1.) I'm in FCC, and found a few sentry guns (both types) belonging to FCC2. They didn't fire at me right away, so I inched a bit closer, bumped into them - nothing. Maybe they were set up to behave like this. I then locked them and shot at one, at which point it started to shoot back. BUT IT IS WIMPY! The Guardian gun (which seems to be the bigger and heavier one of the two) did 24 damage per shot to me - I could kill it with a single salvo of my lasers (I was in an Apoc at the time). The Sentinel gun was even worse... So, unless they get a serious boost, they are most inefficient against players.
2.) There's a secure container anchored outside the FCC station. I used it for shooting practice, and noticed that while it has a damage ring around it's icon, the ring is fully orange and doesn't change when the container gets damage. Are the things now completely indestructable when anchored? As I understood it, the old small, medium and large secure containers had 100k, 1M and 10M hitpoints.
Ciao, Aronis!
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Darklogan
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Posted - 2003.09.15 13:08:00 -
[52]
I refine the same amout of ore with the mobile refinery skill at lvl 1 and 2 and i take the same minerals. 
I hope they will give a bonus for each lvl of this skill and increase the amount of minerals, are not usefull the mobile refinery with so low efficiency.
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Jash Illian
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Posted - 2003.09.15 15:47:00 -
[53]
Quote: I haven't actually tested the turrets on Chaos, but I have heard from fellow members of my corp that the turrets are extremely easy to jam and destroy them.
If turrets are to be an automated defense for megacorps, they should be either be made to be tougher, built cheaper and faster, or be permitted to be built in close proximity to gates and stations, as those are the two primary applications, with mobile refineries being secondary.
I'm not saying that gates should be allowed to have 100 turrets surrounding them 30 km away from the gate (the future anti-warp bubble), but adjust their limitations so they can be a somewhat viable deterrent to invasion by player pirates. An example could be like this:
Current turret stats When deploying near a gate or NPC station, the deployment range limit is 70km from gate/stations, instead of the current 100km limit.
Sentry Guns are an automated defense for items you own. Despite claims otherwise, no player in this game owns a region. The gates have owners already. So placing sentry guns at stargates should never be an option for players if they do not own the gate.
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |

Knaar
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Posted - 2003.09.15 16:52:00 -
[54]
(1) Secure canisters shouldn't require the anchoring skill to anchor. The main reason for making them achorable would be to eliminate pirate's profit loss. Unless you are smart enough to eject the containers and anchor them before you get destroyed, the containers remain unlocked and pirates can loot them. It also cuts down on lag because they expire in 2 hours. As they are they do not require the anchoring skill, and I don't feel that should change.
(2) this leaves sentry guns and mob-refineries that DO need the anchoring skill. We are then able to make the anchoring skill have level 5 prerequisits without worrying about newbies being unable to anchor secure canisters in space and use them. As for which prerequisits should be needed, I don't want to train corp management as I never have used it and I never will. However I will need to anchor sentries, etc. It makes more sense to need mechanics, engineering and/or gunnery. It makes no sense to need leadership, or any other CEO skill.
I suggest anchoring require level 4 mechanics and level 5 engineering or maybe level 5 in both. Sentry guns need gunnery 4 or 5. Mob-refineries need refining level 5. That's my two cents anyway.
Knaar
Director of Trade and Production Hosokawa Incorporated |

McWatt
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Posted - 2003.09.15 17:20:00 -
[55]
Quote:
Tried out mobile caldari & amarr refinery's and both sentries last night. The refinery's work great and i was able to anchor it far from any planetary body, bookmark and then warp to it whenever i needed. Any1 who finds it seems to be able to use the refinery and its indestructable, im still not sure if this is a good thing.
My main problems are with sentry gun, for example they have sensor stregth of 1 across then different types which mean that any type of jammer will be able to jam them. Also they seem a little weak, i was able to take 1 out with a moa in vey little time and i didnt jam either.
i was putting big hope in this stuff. what i read makes me sick.
deploying (and undeploying!!!) big stuff should take real time. and you definetly shouldn t be able to deploy it in mid space (at least not without some high ranking skill) i thought this was to give some content to the game, something that is worth fighting for?
as things are now, you ll either wont find it, or it will dissapear with the battleship logging out. sigh.
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killzone
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Posted - 2003.09.15 19:52:00 -
[56]
Quote: A corp mate and me refined 333 Scordite each. I have Refining 4, he has Refining Efficiency 4. The refining skills are taken into account, but we only got 7.8% of what a refine in a station refinery would have yielded (I think that it's 8%, but got rounded). That said, I'm not sure if the Mobile Refinery Operations skill is taken into account (or is supposed to be taken into account) when refining using a mobile refinery. Hopefully I'll have time to test that tonight. James Baker
8%????????? Why bother putting these things in then. It's a waste of time to buy one of these things mine for hours and get only 8% of what you would get at a station. Even mining Veld in 1.0 yields more than 8% of mining bistot if could be done in 1.0 systems. It's should be at least 40% and then 10% per level of mobile refinery skill.
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ChaosOne
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Posted - 2003.09.15 21:18:00 -
[57]
how come everyone harping on about industry level 5 for mobile refinerys. surley it should be refining lvl 5 or even refine eff lvl 5. just my two cents
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Gafton
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Posted - 2003.09.16 06:44:00 -
[58]
from when i checked today, mobile refinery skill requires indy 4 and refine 4. I hope they fix the refine percentage on the mobile refiners otherwise they're useless. If there's a skill that would increase the refine amount than this would make sense.
As for the sentry guns, right now they suck. Damage should be changed up to at least 50 dmg a shot, and shield should be increased as well. 300 shields isnt enough. A frigate could take one out 1v1. A cruiser could take on many at a time, and a bship pilot wouldnt even break a sweat. If the smaller sentry gun did 25 damage a shot and had 500 shields this would be reasonable. The heavier sentry should have at least 1000 shield and do 50 damage. Later on heavier sentries can be released to provide better protection.
If drones are introduced onto tq as they are now they will only be a deturant to frigate pilots, and cruiser pilots if they are deployed in massive numbers.
Ding Dong The Witch Is Dead. |

Hideki
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Posted - 2003.09.16 12:06:00 -
[59]
I had a go at testing the items.
The refineries will be good when they work properly and refine the correct ammount - with the current problem you can't really use them effectively.
setting sentry guns to attack those who have low sec ratings or bad standings with you and your corp would be useful, and also making them not get destroyed in 1 shot would also be nice.
Im sure that once corrected and ballanced that these modules will become widely used, but how much will they cost? Where will you be able to get them? and how widely available will they be?
I hope that these items dont end up like miner 2's have - too expensive to be worth it and so rare that only the biggest richest corps or players have them. ----------------------------------------------- I am Hideki, I have spoken and you will listen. |

Rizzo
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Posted - 2003.09.16 13:39:00 -
[60]
Quote:
Quote: A corp mate and me refined 333 Scordite each. I have Refining 4, he has Refining Efficiency 4. The refining skills are taken into account, but we only got 7.8% of what a refine in a station refinery would have yielded (I think that it's 8%, but got rounded). That said, I'm not sure if the Mobile Refinery Operations skill is taken into account (or is supposed to be taken into account) when refining using a mobile refinery. Hopefully I'll have time to test that tonight. James Baker
8%????????? Why bother putting these things in then. It's a waste of time to buy one of these things mine for hours and get only 8% of what you would get at a station. Even mining Veld in 1.0 yields more than 8% of mining bistot if could be done in 1.0 systems. It's should be at least 40% and then 10% per level of mobile refinery skill.
I think there's still work to be done here as I was able to refine despite not having the mobile refinery skill, so i assume the skill isn't working properly yet. I hope thier plan is to get them working and then worry about nerfing the %ages, although I'd still expect the refined quantities to be considerably lower than you'd get in a station. When we tried it neither James or I could remove the processed minerals from the refinery.
I never thought I'd log on to Chaos to go mining Scordite in a 0.0 system ;-D
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Cell Satimo
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Posted - 2003.09.17 10:42:00 -
[61]
Can someone please explain to me the reasoning behind having a lower % return of minerals from a mobile refinery compared to a station refinery?
Or are you all considering this as just a tech-level issue. Eg. A better quality mobile refinery released in the future will give a better return? | Join eve-webring.com to promote your site. |

Khyle
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Posted - 2003.09.17 13:43:00 -
[62]
Edited by: Khyle on 17/09/2003 13:49:37
Somebody said all that already, but ill repeat some of it. 1. Stations refineries are huge, you just cant get the same efficiency with a mobile unit.
2. A lot of manhours in mining operations (be it solo or big crowd) are speant hauling the ore. If a mobile refinery could have the same efficiency as a station one, noone would ever use the station one again, ergo: stations wouldnt have refineries in the first place (thinking in character)
3. Mobile refineries are meant as tools to mine far away from station. To prevent littering secure space with em, they need to have a significant yield disadvantage (mind you, 40% perhaps, not 90% ;)
It all boils down to: Thinking in character it would just be illogical if they have the same yield; thinking out of character, game desing wise, they need to have far lower yield to balance the different approaches to mining (hauling to station vs. using a mobile refinery). Dont forget that a newb roughly spends 50% of his time hauling, and a corp could just litter every belt in 1.0 with a mobile refinery for their newbs, and more than one corp could do that.
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Allaina
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Posted - 2003.09.17 15:38:00 -
[63]
Quote: Can someone please explain to me the reasoning behind having a lower % return of minerals from a mobile refinery compared to a station refinery?
I'll try with a RL example.
Do you expect the generator you buy at a local DIY store to be as efficient as the Power company's? You pay a price for portability in this case that price is efficiency
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Bad Harlequin
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Posted - 2003.09.17 16:39:00 -
[64]
Edited by: Bad Harlequin on 17/09/2003 16:41:41 Edit: neato, managed to type my reply entirely in the text i was quoting... 
Quote:
Quote: 2) Anchoring requires corp management 3, refining 3
Is this confirmed? If so, its awfully stupid. The prereq skill for anchoring should not be corp management it should be instead leadership. Refining skill should only apply the mobile refineries.
Indeed. Anchoring should not be for refining CEO people only. Rather, it should be for field operatives. I'd make it a Leadership (or perhaps Navigation based) skill as well .
Engineering? Hello? Engineering and Electronics maybe for the Guns and upcoming Warp Eaters and shields...
I am assuming that "anchoring" means "booting up and punching in config data and giving it settings and stuff." If not, maybe Electronics isn't right.
But engineering sure should be =).
You are in a maze of twisty little asteroids, all alike. |

Cell Satimo
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Posted - 2003.09.19 15:34:00 -
[65]
Edited by: Cell Satimo on 19/09/2003 15:45:57
Quote:
I'll try with a RL example.
Do you expect the generator you buy at a local DIY store to be as efficient as the Power company's? You pay a price for portability in this case that price is efficiency
This example is too simple.
Trade-offs: The 'price for portability' you are referring to is a 'trade-off'. There is no particular reason that a machine needs a trade off other than price. There are many RL examples where the output quality of processing materials is the same with a portable or smaller version as with a full size version. Just the through-put is lower.
Relevant example: No I wouldn't expect a DIY store generator to be as efficient as the power companies in generation of power, however I would expect the a portable tree mulcher to produce the same results as fixed one at a garbage depot. It may consume more power from the portable generator, it's blades might need replacing more often, it may rust, but I would expect the same granularity of mulch to come out the other end.
Size of units in station: There is no evidence to yet suggest that machinery in the mobile refinery is of any other make, size or manufacture from the one in a station.
Nor is there any evidence that the ones in stations are huge. I've seen stations not more than 100x the size of my indy, and given the amount of rookie ships, raw minerals, 32 factories, 32 research laboratories, an entire bank of clones and an armada of visiting cruisers, battleships and indies, I'd be very surprised that the single refinery is much bigger than the one i load into my indy.
Technological Capability: There are also examples in RL where stationary fixed processing facilities are redundant with the invention of mobile and portable units. Examples are: - Mobile Fishing Cannery ships - Mobile tree lopping, stripping and milling vehicles - Mobile de-salination units for water
| Join eve-webring.com to promote your site. |

Cell Satimo
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Posted - 2003.09.19 16:13:00 -
[66]
Edited by: Cell Satimo on 19/09/2003 16:15:55
Quote:
3. Mobile refineries are meant as tools to mine far away from station. To prevent littering secure space with em, they need to have a significant yield disadvantage (mind you, 40% perhaps, not 90% ;)
It all boils down to: Thinking in character it would just be illogical if they have the same yield; thinking out of character, game desing wise, they need to have far lower yield to balance the different approaches to mining (hauling to station vs. using a mobile refinery). Dont forget that a newb roughly spends 50% of his time hauling, and a corp could just litter every belt in 1.0 with a mobile refinery for their newbs, and more than one corp could do that.
Thanks for the summary.
On the issue of 8% vs. 40%, the Mobile Refinery efficiency (MRE) needs to be addressed. If a newb spends 50% time hauling and 50% time mining, then a MRE of 50% would be a break-even in time, but a loss for (hopefully) significant investment in the unit.
But even for people say 4 jumps out from a station the ratio will be 30/30/30. 1 person mining, 1 person hauling, 1 protection.
Taking into consideration all the extra factors: - Limited Frequency and Quantity of minerals - Ore extraction times - End value of the mineral vs. ore transportation time cost - Typically High level refining efficiency for players outside empire space
even a value of 50% is too low, as if you only have 2000 bistot available to you, getting it refined faster isn't going to help your net cash.
A higher % would give greater autonomy for smaller corps/gangs to mine rare minerals, since you could use a 1 proection/1 miner combination, rather than a minimum of 3, thus encouraging people to leave the crowded newb systems.
| Join eve-webring.com to promote your site. |

Cyrus Troy
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Posted - 2003.09.19 16:18:00 -
[67]
Some people are talking out of their BUTTS!! IN NO WAY would empire space be littered with mobile refineries if their yield equaled that of stations... BECAUSE STATIONS ARE FREE!! Why the hell would anyone buy a mobile refinery in empire space, protect the dam thing from pirates and other corps, when there is a station doing the same service for FREE. It doesnÆt even save you time, you still have to warp out of the roid belt to you mobile refinery, or warp to a station, whatÆs the difference.
Someone definitely has their head up their butts if they make mobile refineries indestructible. WTF!!!! IÆM SICK TO MY STOMACH looking at all this GOD DAM CAN ART. I want a war in Eve, I want things to go BOOM. We sure as hell wouldnÆt be over run by mobile refineries if they were destructible. ALL player owned stuff should be able to be blown up, things inside would have a chance of ending up in cargo containers just as when a ships blows.
Deploying Mobile Refineries should take a day, and capturing a player owned refinery, docking station or whatever should take 1 or 2 real hours, and if there wasnÆt enough time after a successful attack, if the defenders were bringing reinforcements to reestablish protection for the installation, then the attacking side should have the option of blowing it into little bits.
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Malkar
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Posted - 2003.09.21 02:49:00 -
[68]
It makes sense that the quality of goods from a mobile station is the same.
The variable would be speed.
It would take a mobile unit LONGER to produce the same amount of minerals. Perhaps have them rated at X units per hour, with a skill bonus attached.
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Killgorde
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Posted - 2003.09.22 09:38:00 -
[69]
Mobile Refining needs to be lower than station yield - although how much lower is debatable (possibly 80% of standard station refine rate with no ref or ref eff bonuses applying).
Simple reason is: When player-owned stations are in and corporations wish to "control" a constellation/region's mineral assets there has to be an incentive for non-corp pilots to actually use the controlling corp's station services. It would also prevent "ninja-mining" (as in sneaking into constellations to strip the bistot etc) to a degree (if the return wasnt excessive).
8% is a bit laughable though. Killgorde
CEO - Cutting Edge Incorporated
"I thought I saw a light at the end of the tunnel but it turned out to be some bastard with a torch in one hand and a ****load more work for me in the other" |

Quantum Ghost
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Posted - 2003.09.22 10:48:00 -
[70]
Edited by: Quantum Ghost on 22/09/2003 10:48:52 Edited by: Quantum Ghost on 22/09/2003 10:48:21 I tested secure containers and anchoring.
Details: Anchoring lvl1 Huge Sec container Giant Sec container
Findings: Can naming - If the intent is to give the can a label in space, it work fine. Even stays after a scoop and re jet. (if the idea is to name like a ship ie in your hanger...it doesn't work )
Passwords - Both cans did not promt for a password even after one was set. This occored anchored or not. Also the TAB order is backwards(You start on the confirm, TAB to the new password, TAB to the old password.
Anchoring - The anchor process seemed to go fine (is the blue mesh ment to stay after the anchor is complete?). However the cans still had the blue mech around them after the un-anchor.
-QG
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FingerThief
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Posted - 2003.09.22 16:26:00 -
[71]
Well ... being stuck in a traffic-jam, I had the following brain-fart aka illumination.
There are a few thing to consider when talking bout deployable items (DI from now on).
LOITERING
EFFICENCY
What do I consider loitering ?
I consider loitering the placing/anchoring of an DI where you don't really need it and it will just be an annoiance to other players.
Containers:
Containers should only be allowed in a) stationless and b) 0.499 and below security systems. That should thin them out pretty well. Containers also should be killable and their hull should have a multiplier that is reverse proportional to the distance in jumps to the nearest base. Example for secure container hull modified placed in a system 20 jumps into nowhere:
Basehull: 1000 units. Gain per distance unit (jump) to the nearest base: 10% Result: 1000 + ((1000*0.1) * 20) = 3000 total.
Based on that if you place a Giant secure container in or near empire space, somebody might come buy and pop it.
Sentry guns:
In my opinion you shouldn't be able to place sentry guns in empire space at all, 0.0 only !
Efficency/stats of sentry guns should be modified by the number of friendly / own / corporate guns deployed within a certain sphere of influence.
The more you deploy the better they get, the harder they get to jam, the harder they hit.
Refineries:
Well, those are my favs and they have raised the most concern etc. from what I see.
For now, I agree with the 8% of station refining output. Read on then you see why.
Ideas for refineries:
#1 Refineries should not be deployable in a system where there is a NPC or PC controlled station, there is simply no need for that.
#2 Refineries should have their efficency raised in roughly the same way that I proposed the container hull to be raised. This time thou based on the distance to the next station with a built-in refinery. This could either be done by using a similar formula giving the refinery a gain but not exceeding 60/75% of what they same amount of ores would spew out in a NPC owned base or by a lumpsum every n jumps (eg. 0-5 jumps 5%, 6-15 10%, 16-31 15% ... you get the idea)
#3 Refineries should have their efficency reduced to a certain percentage, based on the amount of refineries already in the same system (eg. 1 refinery = 100%, 2 refineries = 50%, 3 refineries = 33.3% ... again, I hope you get the idea) That should prevent 100 refineries floating around in the same system.
Conclusion on above 3. The further you take the refinery out for a stroll the better it get's.
I don't think that any of CCP will comment on this, but I had to post it since all above seems a possible and furthermore (from a programming point-of-view) doable solution.
Knock yourself out ... gl&hf
FT
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Helison
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Posted - 2003.09.22 17:43:00 -
[72]
FingerThief, one question: How will you explain, that DIŠs will get better, if they are farer away from civilisation? Please just forget these ideas.
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FingerThief
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Posted - 2003.09.22 17:58:00 -
[73]
Quote: FingerThief, one question: How will you explain, that DIŠs will get better, if they are farer away from civilisation? Please just forget these ideas.
Oh, there a pretty simple and obvious answer:
"The onboard computer does the necessary adjustments !"
Anything else ?
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Cell Satimo
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Posted - 2003.09.23 11:37:00 -
[74]
Quote: Well For now, I agree with the 8% of station refining output. Read on then you see why.
Given that the yeild of Mobile Refineries (MR) is NOT going to be based on distance from a station, can you please explain a realistic instance where 8% would motivate any player to use one? | Join eve-webring.com to promote your site. |

dracianius
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Posted - 2003.09.23 13:00:00 -
[75]
I have been using secure containers extensively on the Tranquility server. One piece of feedback that I have is regarding the inability to fill the container completely without having to do the volume math separately. I think that it would be nice if those functioned just like your ship's own cargo bay. If you tried to put more ore in there then there was space for, the game should allow you to place just the right amount in to fill it up.
S.O.L Corporation Director of US Operations
---------------------------------------------- The trouble with the world is that the stupid are too sure and the intelligent are full of doubt.
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Jojin
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Posted - 2003.09.23 19:37:00 -
[76]
Edited by: Jojin on 23/09/2003 19:53:27 Secure Cargo Containers & Anchoring: (Tranqulity 1217)
-When placing the containers there is a limitation the container not placed within 5k of another anchored object or asteroid. This is good, but is hard to manage because the MouseOver distance and target locked distance are not the same so it is more of a guessing game to get them out there. -Naming of the objects is strange to say the least. Sometimes it would tell me I couldnÆt name an object which was not mine and other times it gave me a prompt to change the name but nothing seem to happen. -Password assignment should be asked after container is anchored. The only way currently to check to see if a password is assigned is attempting to open the container or to reset the password. This is somewhat difficult at times because you only have to enter the password on a container once per session if you do not leave the vicinity (dock, jump, etc). -Refreshing of the Containers is really bad. Ex. Player A Deposits items into an anchored container. Player B opens the anchored container and removes item, placing it in another Secure Container on board vessel. The Container on the Vessel and the Anchored container show no visible signs of the transaction. You can test by attempting to overflow the container and the lack of space will let you know there is something inside. To get the containers to refresh you need to dock or jump. This applies to both Player A and Player B. Otherwise Player A, if they continue to mine, will just see the Anchored container continue to fill with stacks of items which are not really there. -Suggestion: Place a Volume Bar on Anchored Containers to designate current capacity and available. -Suggestion: When moving items into container with Shift, have the system auto calculate maximum amount which can be added. -Suggestion: Make even Larger Containers or allow some sort of grouping/linking.
With the few tiny problems as stated above, they seem to work very well. I do like the limitation on the number of containers within specific distances. This will allow group or individuals to somewhat set up a permanent mining operation in an area and prevent rivals from bringing in their equipment and running an operation at the same time.
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FingerThief
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Posted - 2003.09.24 06:52:00 -
[77]
Quote: Given that the yeild of Mobile Refineries (MR) is NOT going to be based on distance from a station, can you please explain a realistic instance where 8% would motivate any player to use one?
Hm ... my solution/suggestion/idea should de-motivate using them around empire space or systems 1 jump out from a NPC base with refinery.
The yield/efficency should increase the further away from the nearest NPC refinery u tug the MR.
Since MR's are still in testing/development phase, I thought, why not posting an idea that would make them more efficient the further out into the unknown you take em !
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Johnson McCrae
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Posted - 2003.09.24 09:38:00 -
[78]
Tried the Amarr mobile refinery.
Refined 1 run of Scord, got just above the 'no refining skills' level of mins.
Refined 1 run of Dark Ochre, got 11% of same skill levels.
WTF?
Don't tell me this is going to happen with ALL high level ores. They'll be useless. It ain't over till the fat lady falls on ya!
[ 2004.10.09 02:50:23 ] (combat) Your 425mm Compressed Coil Gun I perfectly strikes Guardian Sentry, wrecking for 747.3 damage.
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Ur Nemesis
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Posted - 2003.09.24 17:02:00 -
[79]
hey its mobil. park it at a place 20 or more jumps from a station and then whine about the rate.
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Brodie
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Posted - 2003.09.24 22:24:00 -
[80]
I just wanted to say that a mobile refinery should be VERY inefficient. if they are just as efficient as in-station refineries then it will make using the in station ones pointless becuase you could have 50 miners mining and 1 hauler keeping up easily after the ore is refined.
The purpose of a mobile refinery is to put it in DEEP space where it's both incredibly inefficient and dangerous to haul ore 15 jumps through 0.0 space.
It would give you a strategic option: Do you mine bistot using a single hauler and a single miner and maybe 2 BS's providing cover and only get an 10 or 20 pecent yield OR do you mine with 1 miner, 10 haulers and 2 BS's risking the haulers?
If you have mobile refinery you could mine a bunch of bistot or crokite or arkanor refine till you have 10k megazite and zydrine or something tand the haul the minerals back in your BS's.
I think having mobile refineries that have as high yield as in-station refineries would be incredibly unrealistic and it would also play havoc with the markets...
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Zyrla Bladestorm
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Posted - 2003.09.25 06:06:00 -
[81]
if you were to mine an average bistot system out and refine it at 8% efficiency you'd probably still make less than hauling to a station 15 jumps away.
Isn't the whole point of this to allow corps to build up bases that eventually turn into stations out so they can claim there own territory and basically build somewhere to fight over (and also attract more people from empire space to 0.0 to fight as the game was intended methinks) if there extremely inefficient it just undermines that (note : not saying they should be 100% efficient, but 8% is just nuts .. 40-50% + skills is better) . ----- Apologys for any rambling that may have just occurred.
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Namarus
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Posted - 2003.09.26 00:00:00 -
[82]
I have not seen any good reasons for them not to be as good as a station refinary.
If peopel want to litter space with their mobile refinaries who really cares quite honestly. Right now I could go around anchoring secure cargo containers like crazy if I wanted too.
The bottom line is money. Do people want to waste their money doing stuff like this, especially if the price is really high? Probably not. If the price is low then I think they would.
Make them cost about 300M or so and you will find them being use properly. Nothing to see here .... move along. |

Cyrus Troy
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Posted - 2003.09.26 16:56:00 -
[83]
Edited by: Cyrus Troy on 26/09/2003 16:58:29
Quote: I have not seen any good reasons for them not to be as good as a station refinary.
Make them cost about 300M or so and you will find them being use properly.
Yah, no joke, blah blah blah.. people are going to litter space with mobile refineries...blah blah blah. If some corp wants to just leave their mobile refineries around when they cost 300 mill, they can go right ahead. My corp will just capture, dismantle, and move them to where we need it. Make them just as efficient as stations. Everyone who mines near a station will always continue to use the station's refinery... because it's F$#@$% FREE!
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Lurk
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Posted - 2003.09.27 23:52:00 -
[84]
What about this idea: A mobile refinery has no disadvange in refining efficiency, but in refining time, so you will only be able to refine ... say 10000 mŠ per hour with one refinery.
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Kintac
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Posted - 2003.09.28 11:05:00 -
[85]
This sounds more logical because the mobile refining stations are smaller...
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Zabian
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Posted - 2003.10.06 22:19:00 -
[86]
The main problem that I see with the limitation....You will see 15 mob ref's in a belt or around a planet to deal with it. This will just cause more server side lag kinda like masive amounts of containers or drones create. Good idea, but the "work around" would just cause more issues IMHO.
Z
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Nightwing
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Posted - 2003.10.07 07:19:00 -
[87]
Quote: The main problem that I see with the limitation....You will see 15 mob ref's in a belt or around a planet to deal with it. This will just cause more server side lag kinda like masive amounts of containers or drones create. Good idea, but the "work around" would just cause more issues IMHO.
Z
Not if they cost 500 Mil a pop you won't...
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Ayme
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Posted - 2003.10.07 16:21:00 -
[88]
The main point should be to make the game enjoyable instead of increasing or transferring the stinking time sinks.
Presumable mobile refineries are the prelude to private stations. Why would you expect them to be any less efficient than a station unit? You want them restricted...balance the cost appropriate to its value. Even if every small corp could afford one...so what? They will start moving to deep space and more activity will occur there. If the thing is too expensive, no one will risk losing it. If it is too inefficient, I can assure you that people will not use it to refine ores that are too hard to obtain at current costs.
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Zabian
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Posted - 2003.10.08 01:25:00 -
[89]
Edited by: Zabian on 08/10/2003 01:25:35 500M, I doubt it, expecially with an 8% return, if that is the case, NOBODY will ever use one.
Z
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Drutort
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Posted - 2003.10.08 05:16:00 -
[90]
why the hell do you ppl say that ppl will spam them? do you see anyone leaving anything worth of 10mill even in space?
i dont see the problem i dont care they could cost 50-100mill and have different lvl's of mobile refineries... that is better idea all the way up to like lvl3 or so costing 250m+
if there is a chance to blow one up or to capture then nobody in there right mind would leave it in space... if it could be destroyed nobody is stupid enough to leave it there either... if you got enemies that is... and you dont have to really pirates will do it just for fun regardless
support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Sushanta Mog
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Posted - 2003.10.08 10:14:00 -
[91]
Mobile refineries donŠt have to cost more than 10M if they are destroyable.
Currently I haule bistot/chrockite and other ore over 20Js' and will keep on doing just that if the mobile refs % will be ANY lower than the stations'.
The bottom line is, that there is a limited amount of rare ore in a system and we(my corp) just mine it all, and haule it all, period.
The Mobile ref. has to work just as good as the ones in the station.
It has been said under this topic before and IŠll say it again:
The only resonable limitation on mobile refineries is skills required, price, size and throughput.
The refinery should work exactly like the ones in the stations i.e. the mineral yield should be according to the operators skills. -------------- When you have exhausted all possibilities, remember this - you haven't. ------------------ (Thomas Edison) |

Drutort
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Posted - 2003.10.10 03:32:00 -
[92]
Quote: Mobile refineries donŠt have to cost more than 10M if they are destroyable.
Currently I haule bistot/chrockite and other ore over 20Js' and will keep on doing just that if the mobile refs % will be ANY lower than the stations'.
The bottom line is, that there is a limited amount of rare ore in a system and we(my corp) just mine it all, and haule it all, period.
The Mobile ref. has to work just as good as the ones in the station.
It has been said under this topic before and IŠll say it again:
The only resonable limitation on mobile refineries is skills required, price, size and throughput.
The refinery should work exactly like the ones in the stations i.e. the mineral yield should be according to the operators skills.
like i said the idea's i have should work well but not exactly those numbers LOL...
I would even go and say that a time stamp wouldnt be too bad for modile refineries why? simple they are not a FREAKEN station BUT they should do the JOB meaning refine the SAME... just TAKE LONGER thats ALL... what does that mean? well it is some what like going and hauling... SO they will be still balanced btween hauling and waiting for the ore to refine...
why is this so?
because like i said some places it might be worth it to just HAUL the stuff then have a modile refinery... OR like i said have % less and faster speed!! have modiles that do that...
one type will give you BEST % but slower... other will give you FASTEST but lower % its like anything else in life... btw you should have a middle as well 
making them exactly like station is stupid... but making them not even close to station's is also stupid so you need few lvl's like i said  support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

1FSTCAT
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Posted - 2003.10.11 04:24:00 -
[93]
Edited by: 1FSTCAT on 11/10/2003 04:25:17 Think that mobile refineries will get better as tech levels increase also refuining skills should come into it but the should be at least a 1/3 as efficent than Station ones ( how big are the ones in a station compared to these babies)
It would be good if you could charge other miners to use them either in ore or Isk
ie when is anything mobile as good as a huge stationary item
ie generators / drills / homes /computers
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Nafres Maelstrom
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Posted - 2003.10.12 16:28:00 -
[94]
a mobile refinery should be realistic,ie its not really the effisciency thats dramatically effected ,but the volume.ATm u cant destroy stations,u can refineries when there ingame,so no one with one braincell workin is gonna put it at risk for a less effiscient refine.
id say make entry version refinery have a timer like research and manu that slowly refines ore,make the time skill/attrib dependant,so that well skilled folks can at least boost volume.
that way refineries dont have to be 1/2 a billion purchase,since there destroyable,defendable,and replaceable.
they will make mining somewhat less of hauling oriented,and more about area control and defense.
id say a small begginer mob ref should do at least 1 refine an hour,with level of refinery doing another refine per level,that makes it very easy to code,from a yield calculations standpiont.this wont flood the market,and yet allows offline refining,and base of operations for mining activities.
but the 8% yield is worthless,CCP,we wont even bother usin in at that.
my 2 isk CEO/Manufacturing and Research
img/http://www.dbhome.dk/soulclaw/images/obsidiancard.jpg/img] |

Popov
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Posted - 2003.10.12 22:55:00 -
[95]
I agree with Nafres - 8% is worthless but 8% per skill level of mobile refinery seems fair especially if RE is also used.
I most certainly would not use one if they stay how they are on Chaos atm.
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TheLunatic
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Posted - 2003.10.13 04:49:00 -
[96]
Quote: if you were to mine an average bistot system out and refine it at 8% efficiency you'd probably still make less than hauling to a station 15 jumps away.
Isn't the whole point of this to allow corps to build up bases that eventually turn into stations out so they can claim there own territory and basically build somewhere to fight over (and also attract more people from empire space to 0.0 to fight as the game was intended methinks) if there extremely inefficient it just undermines that (note : not saying they should be 100% efficient, but 8% is just nuts .. 40-50% + skills is better)
Looking at it from a manpower perspective, and assuming some things which I'll go into details on in the morning... 8% is more than a bit low for 15 jumps out, in fact with the assumptions I made tonight, the efficiency level of the mobil refinery could not go lower than 17.15% and still expect to come out just barely ahead at 15 jumps out. That is being extremely generous in some of the numbers(and the abilities of the tugger in question) I threw around. The more reasonable number I came up with came out to about 21% at 15 jumps.
When I make the more detailed post in the morning(US Pacific Time), I'll have to see about making my own arbitrary stab at just how far out I think you'd have to go to break even at 8% efficiency. I just want to check the description of my method after some sleep before I post it, that and check some other facts with some corp-mates. |

Balan Nadeer
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Posted - 2003.10.14 00:13:00 -
[97]
I have read all the posts and here is my 2 cents. I think the efficiency should be close 90% of station yet it should be only able to do 1 batch at a time and should not take too long to do it. The mobile refinery would take up more space than the one in the station because it uses its own power source instead of the stations power core. This is also the reason that it should take a little longer to refine, it is using a smaller power supply thus longer to heat the ore. I think the price should be about as expensive as a BS. They should be able to be destroyed or taken over. This will encourage corps to stay at the station and protect it. The only reason to own one is to move toward player owned stations. One mobile refinery a few giant containers some sentry guns and u have every thing u need to stay put for a long time. I see no reason why ship docked at the refinery cant extend its shields to help protect refinery. Also to make people really use it like a station we need a mobile refit so you can change out modules. Balan Nadeer |

Faramir
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Posted - 2003.10.16 23:32:00 -
[98]
I was just on chaos and i noticed the unanchored(caldari) mobile refinery shows no icon in space (like cargo containers, stations, sentries etc...)
I had dropped the station quite a bit away from the fightclub station and i was lucky to find it again...
Shouldn't there be an "icon" for the mobile refinery even if it's unanchored?
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Edward Preble
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Posted - 2003.10.18 19:39:00 -
[99]
Alot of people keep refining they see no reason that mobile refineries shouldn't be the same as giant stations that took billions of dollars--as far as I can tell, it's just because they want a higher yield. Why not let them have double the output, wouldn't that make you happier too?
Everything needs to be a cost-benefit analysis, serving different purposes, just like the aforementioned example someone mentioned of trading speed for cargo space in an indy. For refining, you're trading efficiency and set-up cost for convenience and ownership. (no more station taking their cut--whoo hoo!) This will allow people to mine in DEEP space, but that doesn't mean it shouldn't come with some cost. (after all, who's going to find it 30 jumps into the FIX, especially at a midspace bookmark?)
Everyone agrees 8% is ridiculously low; perhaps it should start at 50% and climb with skill to somewhere around 75-90% of a station yield.
Why shouldn't the yield be the same? For the same reason they shouldn't have Arkanor in Empire space: balanced it's not. Edward Preble Coalition of Free Stars
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TheLunatic
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Posted - 2003.10.18 23:49:00 -
[100]
Edited by: TheLunatic on 18/10/2003 23:52:53
Quote: Looking at it from a manpower perspective, and assuming some things which I'll go into details on in the morning... 8% is more than a bit low for 15 jumps out, in fact with the assumptions I made tonight, the efficiency level of the mobil refinery could not go lower than 17.15% and still expect to come out just barely ahead at 15 jumps out. That is being extremely generous in some of the numbers(and the abilities of the tugger in question) I threw around. The more reasonable number I came up with came out to about 21% at 15 jumps.
When I make the more detailed post in the morning(US Pacific Time), I'll have to see about making my own arbitrary stab at just how far out I think you'd have to go to break even at 8% efficiency. I just want to check the description of my method after some sleep before I post it, that and check some other facts with some corp-mates.
Well, it took me a lot longer than one day to get around to posting the numbers here. Here's a copy/pasted and slightly edited version of what some fellow corp members helped me come up with:
For my little hypothetical scenario I created a mining group of three Apocalypses fully loaded out with Miner lasers for the initial setting.
Bistot and Arkonor do not have the largest cargo requirements for a refine. Spodumain and Crokite have that honor, so I'm using those two ores instead(seeing as they employ the same amount of cargo space used per unit mined, and are also somewhat Deep-Space mining intensive).
I also arbitrarily decided each tug employed averaged out in these two fields:
90 seconds/one way jump, with at station time included. Which is probably faster than most tugs could ever hope to go.
Cargo Capacity of 4,000 units which is the amount of space 250 units(1 refine) of crokite/spodumain would occupy.
Now to the do the initial math for the Apocalypse Battleships. These numbers are for spodumain/crokite/bistot/arkonor:
Miner I formula for yield per laser: 40 cargo*1.5 skill=60 cargo/16 ore volume=3.75 units of ore (1.5 skill multiplier = Mining 5/Astrogeology 5) 40 cargo *1.2 skill multiplier=48 cargo/16 ore volume=3 units of ore (1.2 skill multiplier = Mining 4)
The game seems to round down to the nearest whole number, giving us a max yield of 3 units of crok/spod/bistot/arkonor per cycle. So for the entire battleship the total yield comes down to this: 3 units of ore*16 ore volume*8 lasers=384 units of cargo per minute per ship
Miner 2 formula for yield per laser: 60*1.5=90/16=5.625 60*1.35=81/16=5.0625 (1.35 skill multiplier, Mining 4 and Atrogeology 2, or Mining 5, and Astrogeology 1) 5*16*8=640 units of cargo per minute per ship
Miner 5 formula for yield per laser: 202.5*1.5=303.75/16=18.984375 202.5*1.45=293.625/16=18.3515625 18*16*8=2304 units cargo per minute per ship
It takes 625 seconds for a single Apocalypse with above mentioned miner 1 laser and skills to mine a full refine load. So with these numbers, 1 tug with 4,000 capacity could keep up with 3 fully loaded Apocalypse Battleships mining at 1 jump out if he averaged 104 seconds/jump each way with station time included. (I wish him luck in that pursuit)
Two 4K capacity would have to average just a little over 69 seconds/jump at two jumps out(3 needing 104seconds/jump)
Three 4K tugs would need to average 78 seconds/jump at 4 jumps out(4 needing 104 seconds/jump)
Thirteen 4K tugs would need to average 90 seconds/jump at 15 jumps(14 needing 97 seconds/jump; 15 needing 104)
Fourteen 4K tugs would need to average 85 seconds/jump at 17 jumps(15 needing just shy of 92 seconds/jump).
So as far as percentage hauled per tug is concerned, the 4K tug operator reaches his break even point in this scenario at around 17 jumps out with a mobil refinery. 1/14th = 7.14% while 1/15th = 6.67%
Now do not confuse this with where the miners themselves would start to break even.
As that will require that fourtyeight 4K tugs average just over 89 seconds/jump at 56 jumps out to keep up. Fourtynine 4K tugs would need to average just over 91 seconds/jump to keep up. 48 tugs + 3 Battleships = 51. 1/51st= 1.96% 1.96x(1 tug+ 3 battleships)= 7.84%
Meaning the mining group would start to hit the break even point in amount of minerals mined per person at 56 jumps out with Miner 1 lasers.
Miner 2's would hit the tug captains haulage point at around 10 jumps with 15 tugs needing almost 94 seconds/jump to keep up. 14 tugs needing just over 87 seconds/jump. (*times per refine load are footnooted at the bottom for miner 2 and miner 5)
The miners/haulers break even at 34 jumps with fourtyeight 4K tug ships needing to average just over 88 seconds/jump to keep up. Fourtynine 4K tugs needing just barely over 90 seconds/jump.
*continued, next post... I seem to have hit max post size for this browser and/or forum*
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TheLunatic
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Posted - 2003.10.19 00:03:00 -
[101]
Miner 5's would hit the tug captains haulage point at around three jumps with 15 of the 4K tugs needing to average almost 87 seconds/jump while 16 would need to average almost 93 seconds/jump to keep up. (at two jumps 15 of the 4K tugs would need to average just over 130 seconds/jump)
The Miners/haulers break even at 10 jumps with fourtyeight 4K tugs needing to average just over 83 seconds/jump(52 tugs would need to average just over 90 seconds/jump at 10 jumps out; at nine jumps fourtyeight 4K tugs would need to average almost 93 seconds/jump).
*footnote infomation:
It should be noted that the miner 2's would be creating a refine every 6 minutes 15 seconds. Meaning the 4K tug captain would have to be making a round trip to the refinery every 2 minutes 5 seconds to keep up with the three battleships, something I don't think he would be able to manage. Now someone with a significantly larger hold, possibly. But then I was working with the average tug captain having that kind of capacity/speed for that reason, as I'd assume a tugger capable of keeping up while doing it solo would be doing the work in the "compressed" op... Which throws off the percentage on how much he would have actually hauled. Because that guy may very well have been doing twice the average, causing the distance to move out further still so as to require more tug pilots to make that particular captains total percentage hauled move down below 8%... But I'm rambling.
The Miner 5 guys would be creating a refine at the average rate of one every 104 seconds, meaning the 4K tug captain would have to be making a round-trip every 34.7 seconds, even giving the tug captain a 12K hold, I think he would be barely able to keep up alone. .. And the more bodies added, the further out you would have to go.
Also missing is the calculations involved for the guys who would be running defense during the mining op. Which is going to move things out further still... At least if you restrict the number of people mining to the 3 Apocalypses.
Anyhow, I'm sure that if someone wanted to actually to time out average travel time per jump for a given tug(and its loadout), as well as otherwise tweak the numbers a bit. I think I've just provided someone with the groundwork to mathmatically determine the optimum size of their mining op in a perfect Eve-world. I wish them luck in that pursuit, and wouldn't mind getting that information on actual average travel time at all, both intra-system and inter-system. 
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Uxinn
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Posted - 2003.10.22 11:40:00 -
[102]
Quote:
Quote: Why leadership? Anchoring has nothing to do with leadership at all!
Yes it does you silly goose! Imagine you're towing this big huge deployable thing. Someone has to make a COMMAND decision(leadership) and say when and where this huge expensive thing gets deployed. You're controlling corporation assets, as a leader.
Then you need leadership to park your car, leadership skill is a skill that should be connected to gang-related things.. like gang-warp .. maybe gang fire .. or gang bang! .. but not deploying a refinery com on that's nonsens you goose :)
Deploying a refinery should require anchoring skill + industry + refining or advanced anchoring
cheers, Papa Goose
cheers, Uxinn |

McWatt
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Posted - 2003.10.31 16:58:00 -
[103]
why is nobody posting here?
this is frigthening me!
we re talking about the stuff that shall safe the game!
please post!
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Bigfoot Hunter
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Posted - 2003.11.03 13:56:00 -
[104]
8% is a joke for mobile refinaries . they should be almost as good as the ones in stations i think, just make em dam expensive so people wont be throwing em everywhere and if u want to keep em out of empire, limit em to 0.0 space say they create radiation that empires wont tolerate or something. I don't think they should be that much worse than station ones because if u are mining in the middle of no where u still have to haul all the valuable minerals back to civilized space to sell them and u might get jumped by pc pirates. If they make the things work well to incourage people to use them it would give player pirates something to do like track down the mineral haulers or their refineries / supply depots instead of camping and killing anything that moves.
NOTE: i am not a pirate but it seems like they dont have alot to do and ccp seems to not care to much about them some times thats why i brought em up. --------------------------------------
Fortis cadere, cedere non potest |

Mechkilla
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Posted - 2003.11.04 12:35:00 -
[105]
Edited by: Mechkilla on 04/11/2003 12:40:37 In my opinion I don't believe it is good to make those mobile refineries as good as the one in stations. Mining the rare ores to get the high valuable minerals would become to easy. Less haulers would be needed to bring the ores to a point where you could refine them. So the corps would have more peoples to mine (instead of hauling) and that will cause that more and more belts would get mined dry ... faster and faster. Of course the prices for megacyte and zydrine would falling to a normal level. But think about that. More people or corporations would get richer and richer ... too rich imo and could buy everything they want (like titans and these should be very very rare in this game). On the other side the prices for ships could get lower, making it to easy for new people to own a cruiser or a battleship. Makes this game less interesting. But 8% is really too less and I agree to the fears of some people here that throwing away a big amount of those rare ores aren't good for the shortage of megacyte and zydrine.
Here is one of my ideas for mobile refineries:
Let them refine about 30-40% of the ore plus a bonus with a special skill (+5% mobile refinery efficiency or something like that but not better than 50-60% overall). The wasted ore could be thrown out to space and added to the normal growth amount of the nearest belt (or create a new one if it is far away to one). The wasted ore wouldn't been lost and you would get faster growing asteroids.
See you in the EVE universe. ____________________________________________ CEO of Asgard Schiffswerften *** Proud member of [G] ***
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Bigfoot Hunter
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Posted - 2003.11.06 06:33:00 -
[106]
hmm if the wasted ore gets thrown back into space where it can then be mined again arent they getting 100% efficency because nothing is really wasted it just needs to be mined again? --------------------------------------
Fortis cadere, cedere non potest |

Helison
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Posted - 2003.11.06 11:33:00 -
[107]
Please remove the "sticky" sign from this thread, as deployable items will not make it to the Castor-patch.
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Mechkilla
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Posted - 2003.11.06 11:50:00 -
[108]
Yes and no. You have to wait some time until the wasted ores get back to a roid. Then you could mine it again and get e.g. only 60% refined in your mobile refinery. Instead of only destroying the wasted ores it should add to the nearest belt and result in a faster growing rate (e.g. instead of waiting 4 weeks to mine it again you have to wait only 3 weeks). ____________________________________________ CEO of Asgard Schiffswerften *** Proud member of [G] ***
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Drutort
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Posted - 2003.11.10 22:17:00 -
[109]
Edited by: Drutort on 10/11/2003 22:23:16 here is an idea... if it takes power and space to refine well you can do 1 thing about hte power... you can make each refining or depending on the ore to refine and take up X amount of power... make the thing use like cap or something.. then you could use other ships to boost the cap of modile refinery 
think about it... its better then just a time sink.. this way it would take more people and skill and just more ships to do something and not more modile refineries...
you could refine a lot of ore at one time and be out of cap for refining and would have to wait for it to recharge... or have a skill that boostes the cap booster and maybe use some ot her form of modules to transfer the power etc...
we can do a lot better then just time sinks... support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Shock
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Posted - 2003.11.13 10:33:00 -
[110]
I think the refining skills should just be ignored for mobile refineries.
The effective 75% gain should be enough to make sure mobile refineries are only used in deep space situations.
Perhaps even add a skill 'Mobile Refinery' which adds 2% per level and requires Refinery lvl5 and is the only skill that increases the refining gain for mobile refineries.
But 8% is ridiculous.
NOBODY WILL EVER USE MOBILE REFINERIES IN THAT CASE!!!
As long as making the long run to a station remains more profitable these expensive pieces of junk that need to be defended as well are pretty useless.
And with 8% I think even a 100 jump route is more profitable especially since in that case you have in most cases someone with ref eff lvl5. --- soonÖ |

Taleth
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Posted - 2003.11.17 23:27:00 -
[111]
just my thought on this, make the refineries very expensive, but destroyable, this way no one will put one out without ample protection such as sentry turrets. also it would keep people from putting out a ton of them because someone could blow one up and they would lose alot of money. of course the refineries would have a really high structure and armor so it would take more than a few BS's to take one out. this also would bring combat to the asteroid belts and away from the gates and give people a reason to stay and fight instead of just warp away.
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Retrax
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Posted - 2003.11.19 00:58:00 -
[112]
Ahh, the perfect mining op. :)
Lunatic, You're correct, it's tough to keep up with multiple battleships mining... but your figures are low. I'm not sure Deployables will be useable by unskilled or newer players, unless they join a large corp, of course.
As for Anchoring levels, I'd think small/medium lvl 1, large/huge lvl 2, giant/sentry gun lvl 3, mobile refinery lvl 4, ??? lvl 5, give or take a level for anchoring those items. It's not a good thing to stretch these out as others have said - no use having everything lvl 5 like CCP seems to want - that's just another buzzkill.
8% is WASTING ORE DON"T DO IT!!! Haul it 10 jumps to a freaking station. :)
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Hemttaw
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Posted - 2003.11.20 09:06:00 -
[113]
Edited by: Hemttaw on 20/11/2003 09:07:07 Excellent idea Retrax, even allows for larger (lvl 5 anchoring) things later on :)
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Buddrow
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Posted - 2003.12.04 03:05:00 -
[114]
Edited by: Buddrow on 04/12/2003 03:27:06 i can't belive the devs are being so blatently stubborn on this. everyone yells 8% sucks ass. and they ignore us, WTF?!?!
i think mobils should be very spendy, and destroyable... they should be about as hard to destroy as lets say a...... scorp with a mwd on so like 1500 shields like 2k armor and 3.5k structure. and NPC should attack them just as they do players. if your mining in deep space you gotta protect your investment, setup a deep space log point. with sentry guns and whatnot. it should have a refine rate of a bit higher as well but not to high. i was *pulls out of a$$* thinking like 40 50+ %... that should be discussed a little further. but 8% is just a waste of coding by even implementing it at its current state, open the ears tomb Please formulate a better balance for mobils ---------------------------------- "Give me but one firm spot on which to stand, and I will move earth." Archimedes c.287 - 212 BC
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Zyrla Bladestorm
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Posted - 2003.12.04 09:47:00 -
[115]
well They've said player owned space stations (which includes mobile refinery) wont be out until tech 3 .. thats likely 6 months away .. so somehow I doubt that right now they give a hoot about balancing the refine % :P just making the concept and mechanics of it work . ----- Apologys for any rambling that may have just occurred.
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Thydon
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Posted - 2003.12.04 15:36:00 -
[116]
How about...
If you blow up a station all the stored ore inside floats into space, ready for looting, in several cans or even just pure ore ?
That would make it pretty damn attractive to try and blow one up and would also increase inter-corp spying (more realistic)....
I agree with the others that 8% efficiency isnt enuf to place a mobile refinery anywhere.
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Buddrow
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Posted - 2003.12.04 20:29:00 -
[117]
well i was referring for them not catering to the current dynamic of the game. i like how there is mega and zyd shortages, AS THERE SHOULD BE, but we need to establish corps as the ones with the power to be able to actully have wars and whatnot, IE the loss of 10 bs's is recoverable..... but is still a horrible thing to half to recover from. i like the current balance but mobiles are worthless currently, so either listen to us devs or please spend your time on more looming things, ie balance of ships new ships and content. refinerys play no role currently, therefor give them no attention or give the proper amount. ---------------------------------- "Give me but one firm spot on which to stand, and I will move earth." Archimedes c.287 - 212 BC
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Xandalis
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Posted - 2003.12.12 18:09:00 -
[118]
Okay, now before anyone asks, no I have not read all the posts in here.
But from what I see here, I think you're going to make it TOO difficult for the newer/less advanced characters to get by in the game and will be favoring the larger player corps with these skill requirments, etc. And by doing so, will greatly reduce the enjoyability of the game.
I think a survey of the characters being used in Chaos would be a wise idea, to see what the average skill levels are. If they are all high, I would tune down the requirements a wee bit, especially since I've heard that such things as mobile refineries will cost an insane amount of money in the game. |
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