CCP Greyscale wrote:Mr Omniblivion wrote:CCP Greyscale wrote:a significant percentage of their basic needs on-site without relying on JF chains
AKA: rebalancing nullsec ore anomalies
Good idea. It's been a while since I messed with nullsec anomalies. I think I remember how to do it...
Off topic, yes, but listen a bit.
The problem with null industry is a few things, but adjusting the ore anomalies will only help by a very small amount. The reason things need to be imported into null is that a single person can only mine a small volume. Due to the rorqual boosts, you can get a 15% increase over highsec with an Orca, but it is still a small amount a single person can do.
Even though I used to multibox and build ships myself thus basing mining off ISK is incorrect, here is some ISK stats for mining in null.
T2 ammo on a hulk, max yield fit plus rorqual and 3% mx implant:
1772 m3/m
Max refine:
88%
With the exception of Mercoxit at current prices, that is less than half a million a minute
Gniess is the highest at 491000 isk/m
Omber is the lowest at 297500 isk/m
Average is 414000 isk/m
That is 25 million isk an hour, per person when mining everything.
High sec contains 2 of the most expensive ores, Kernite and Plagioclase - because of the mexallon deficit in nul. A person mining in highsec can achieve similar results, and can sell better because of trade hubs. This is an important factor since most people who mine do it for the isk.
Nullsec has more available volume, but most players do not want to mine because: Ratting makes more money, some claim it is boring, and frankly they like shooting things.
You could remove lower priced ore (all of which are huge volumes of Trit which are necessary) or adjust the types of ore, but that will not make people want to mine.
You could make mining more active, but that will likely hurt multiboxers. Some may like this, but it really is not a good idea.
the 3rd option is the make the volume of ore you can mine in null greater. This means the people in highsec have an incentive of more than 15% to move.
As far as ore anom mechanics, there are, IMO, 2 major flaws.
1st, How large the sites are. The sites are way to big and take too long for 10 people to kill.
2nd, The sites should be despawning and respawning to prevent camping. Last I knew the site lasted until it was killed and respawned the next downtime or after 3 days.
It would be a good idea to make the ore sites more like combat anoms where they are designed for one person or multilple but last upto an hour, and then respawn. Larger sites would be designed for more and more people, with the largest designed for 20-25 people mining for 1 hour.