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Motley Spacefarer
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Posted - 2006.09.27 17:14:00 -
[1]
am I the only one that feel we need these ??
first off we got the gang assist modules but no mining ship can actually fit those and getting a PvP ship in order to mine better dont make much sense to me not to mention you need a large gang to make up (even with the time savings) for you not being in a mining ship
here is what I would like to see Dreadnaught size Capital mining ship
6 High slots 3 HP (can fit 3 strip mining lasers and 3 gang assist modules) 2 Med slots (new module fits mid slot modular refining array gives like 20-30% + refining skills but refinines in minutes) 2 low slots
base speed 50 base shields BS base armor Cruiser base hull freighter 99% reduction to stripminers 99% reduction to gang assists modules 20% bonus to mining per skill lvl
I think tht covers the basics
can we have those pls ?? Motley Spacefarer
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xeom
Veto.
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Posted - 2006.09.27 17:16:00 -
[2]
just as long as its not allowed in high-sec. ---
CCP how about the pith X & A mods? "Those nuclear missiles are for domestic heating." - Scagga
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Motley Spacefarer
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Posted - 2006.09.27 17:19:00 -
[3]
Originally by: xeom just as long as its not allowed in high-sec.
good point .4 and below pls
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Motley Spacefarer
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Posted - 2006.09.27 17:20:00 -
[4]
Originally by: xeom just as long as its not allowed in high-sec.
though is ANY of the Capital ship allowed above .4 now ??
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sallyr
Gallente
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Posted - 2006.09.27 17:22:00 -
[5]
i think having a pvp ship for minning is very important, u need some1 to tank the 0.0 spawns
and well a command ship is amazingly good at this (\_/) (O.o) (> <) Resistance is Futile Find us here |

Rahn Sohwant
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Posted - 2006.09.27 17:25:00 -
[6]
so, an I-Win button for mining, then?
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Gjs312
Caldari Custodes Valhallae Knights Of the Southerncross
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Posted - 2006.09.27 17:27:00 -
[7]
Originally by: Rahn Sohwant so, an I-Win button for mining, then?
Can you lose at mining?
I really hate that expression...
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Shittake
RONA Deepspace Rule of Three
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Posted - 2006.09.27 17:31:00 -
[8]
It wouldn't suprise me if Capital Mining Ships were implemented using rigs attached to existing Capital Ships - but I would not expect to see those rigs for a while.
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Rahn Sohwant
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Posted - 2006.09.27 17:37:00 -
[9]
Originally by: Gjs312
Originally by: Rahn Sohwant so, an I-Win button for mining, then?
Can you lose at mining?
I really hate that expression...
Well, it's the first time I've used the expression.
What I was getting at was that you're proposing one all-encompassing ship that takes all the needed organization out of a mining operation. If you don't have to arrange for a CAP to defend the miners, a command ship if you want the boni, haulers to get the ore to a refinery, and add on that it will outmine any other ship by a mile, where's the challenge, or even the fun?
No.
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Jobie Thickburger
Gallente Intergalactic Mining
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Posted - 2006.09.27 17:44:00 -
[10]
Good lord.... Sounds like a fun ship, But a little to um, Much for any real corporation to use. and a 20-30% refine, Never going to happen, would completely undo the need for POS refineries.
My proposal:
A Corporate Storage ship,
2 High slots 2 Med Slots 2 Low slots
0 Hardpoints
2500shield 1500armor 2000 structure
Boni:
20% bonus to tractor beam range per level 99% reduction in Warefare links (was a good idea)
Basically, this would be a ship to be used by a corporation for storage of ores duing mining operations. Give it a 150k or so m3 corp hanger array, Very slow base speed, large sig radius etc. It would need to be a primary target for Players to go and attack, etc.
What it would be good for is it would reduce the amount of time/manpower needed in a corporate mining operation, You could have this one ship sit in the middle of the belt, and have a second hauler (or if you can get at a good spot, simply everyone within ~20km range) so that a more power could be put into pure mining. Add in the warefare links to help out the gangs, and its all good!
His Planetship, CEO, IM
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lofty29
Gallente Praxiteles Inc.
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Posted - 2006.09.27 17:59:00 -
[11]
Originally by: Rahn Sohwant
Originally by: Gjs312
Originally by: Rahn Sohwant so, an I-Win button for mining, then?
Can you lose at mining?
I really hate that expression...
Well, it's the first time I've used the expression.
What I was getting at was that you're proposing one all-encompassing ship that takes all the needed organization out of a mining operation. If you don't have to arrange for a CAP to defend the miners, a command ship if you want the boni, haulers to get the ore to a refinery, and add on that it will outmine any other ship by a mile, where's the challenge, or even the fun?
No.
You need a cap to defend miners? You need haulers to move stuff? At the moment, 0.0 mining ops consist of a single tank BS, 30 - 50 barges, and a gank squad of bs's to instapop anything trying to raid it. They haul using dreads / carriers jumpdrives. --------------------------- WTB - Officer Adaptive Nano Platings (NOT energized) I pwnz0r your sig, muahaha - Tirg Noes i got beat by a girl >.< - Xorus |

Rahn Sohwant
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Posted - 2006.09.27 18:08:00 -
[12]
Originally by: lofty29
You need a cap to defend miners? You need haulers to move stuff? At the moment, 0.0 mining ops consist of a single tank BS, 30 - 50 barges, and a gank squad of bs's to instapop anything trying to raid it. They haul using dreads / carriers jumpdrives.
Um, in your example, the 'gank squad' is what I'm referring to as CAP, and the dread or carrier is the hauler. So... yeah.
I suppose with the proposed ship you'd still need that gank squad to defend from actual player operations, though.
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Jobie Thickburger
Gallente Intergalactic Mining
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Posted - 2006.09.27 18:10:00 -
[13]
Originally by: Rahn Sohwant
Originally by: lofty29
You need a cap to defend miners? You need haulers to move stuff? At the moment, 0.0 mining ops consist of a single tank BS, 30 - 50 barges, and a gank squad of bs's to instapop anything trying to raid it. They haul using dreads / carriers jumpdrives.
Um, in your example, the 'gank squad' is what I'm referring to as CAP, and the dread or carrier is the hauler. So... yeah.
I suppose with the proposed ship you'd still need that gank squad to defend from actual player operations, though.
By CAP did you mean Capital ship (IE Carrier) or Command air Patrol, IE, Your roaming defense force?
I think they just got a bit confused...
His Planetship, CEO, IM
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Rahn Sohwant
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Posted - 2006.09.27 18:23:00 -
[14]
Ah, yes... I meant Combat Air Patrol, although I guess it would be more of a Combat Space Patrol.
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Eve Hel
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Posted - 2006.09.27 18:39:00 -
[15]
i generally like the idea of a capital miner.. however i dont like 2 of your details: a miner haven gang modules=no thats not a good idea itsa a miner not a gang ship, its just not good. and the refinery module i also think is a bad idea TOO powerful i think... but beside that you have my vote haha and yes to the not enter empire space part offcaurse not i say, in fact it should be restricted to 0.0 only
Generally a nice idea. |

Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.09.27 18:43:00 -
[16]
Originally by: Gjs312
Originally by: Rahn Sohwant so, an I-Win button for mining, then?
Can you lose at mining?
Yes, you lose by training the mining skills.

Originally by: kieron The Carrier was never intended to be a solo OMGWTF mission-farming PWNmobile.
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Verone
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Posted - 2006.09.27 18:52:00 -
[17]
In response to this thread and several others I came up with a rough idea...
Could use some optimization, but read it here.
BACKSTORY AND FAN FICTION
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Ralus
eXceed Inc. Ascendant Frontier
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Posted - 2006.09.27 19:17:00 -
[18]
Whats needed is a large ore capital class vehicle capable of large scale ore an mineral storage, the ability to run mining uplinks and refine ore and support a large mining operation out of corp territories. For instance:
Galleon
3000 shield hp 2000 armour hp
100,000m^3 capacity
2 High 1 Mid 0 Low
-99% cpu reduction in gang link modules -99% cpu reduction in mobile refinary system
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Death Kill
Caldari direkte
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Posted - 2006.09.27 19:23:00 -
[19]
Carebears needs love just like anyone else, by giving them ships not changing game mechanics.
Please only include eve-online related quotes in your signature area - Jacques([email protected]) |

BoinKlasik
God's of Eve
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Posted - 2006.09.27 19:28:00 -
[20]
Originally by: Ralus Whats needed is a large ore capital class vehicle capable of large scale ore an mineral storage, the ability to run mining uplinks and refine ore and support a large mining operation out of corp territories. For instance:
Galleon
3000 shield hp 2000 armour hp
100,000m^3 capacity
2 High 1 Mid 0 Low
-99% cpu reduction in gang link modules -99% cpu reduction in mobile refinary system
a cap ship w/ a combined total of 5000 non strucutre hp?
*doh, I broke my edited sig :/* *cries* this signature was lacking pink, I'll provide it for you. There. Looks better doesn't it? -Eris Fixed it for you. Oh, btw, yarr! ~kieron Didn't I tell you? The damsel moved in with me, we're having a great time. - Wrangler The damsel may not be distressed any more, but how many times does the informant have to be silenced before he gets the message? - Cortes
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Motley Spacefarer
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Posted - 2006.09.27 20:25:00 -
[21]
Originally by: Eve Hel i generally like the idea of a capital miner.. however i dont like 2 of your details: a miner haven gang modules=no thats not a good idea itsa a miner not a gang ship, its just not good. and the refinery module i also think is a bad idea TOO powerful i think... but beside that you have my vote haha and yes to the not enter empire space part offcaurse not i say, in fact it should be restricted to 0.0 only
Generally a nice idea.
even if we where to drop the refining module completely its a Capital miner for crying out loud it needs to have some advantage over a L barge or the Hulk notice I did put 3 HP on there its able to use the assist m odules cause no mining ship can currently use the 2 mining assist modules
we have the 2 mining assist modules that I would guess the mining one gets used ocasionally I doubt anyone ever use the ice mining assist module (please correct me if I am wrong)
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Velt Lhasar
Generals Of Destruction Syndicate Axiom Empire
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Posted - 2006.09.27 21:16:00 -
[22]
they should change the titan superweapon to something that insta mines all ore on grid :)
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Gloria Stitz
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Posted - 2006.09.27 22:35:00 -
[23]
Originally by: Velt Lhasar they should change the titan superweapon to something that insta mines all ore on grid :)
Ha ha marvellous stuff - insta belt rape
It couldn't ever be implemented, but i'd love to see it happen once 
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ReaperOfSly
Gallente Lyrus Associates Interstellar Starbase Syndicate
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Posted - 2006.09.27 22:43:00 -
[24]
Asteroid scoop!  --------------------------------------------------------------------
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ragewind
Caldari VersaTech Interstellar Ltd. SMASH Alliance
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Posted - 2006.09.27 22:47:00 -
[25]
Originally by: Motley Spacefarer am I the only one that feel we need these ??
first off we got the gang assist modules but no mining ship can actually fit those and getting a PvP ship in order to mine better dont make much sense to me not to mention you need a large gang to make up (even with the time savings) for you not being in a mining ship
here is what I would like to see Dreadnaught size Capital mining ship
6 High slots 3 HP (can fit 3 strip mining lasers and 3 gang assist modules) 2 Med slots (new module fits mid slot modular refining array gives like 20-30% + refining skills but refinines in minutes) 2 low slots
base speed 50 base shields BS base armor Cruiser base hull freighter 99% reduction to stripminers 99% reduction to gang assists modules 20% bonus to mining per skill lvl
I think tht covers the basics
can we have those pls ?? Motley Spacefarer
yes this would be a wicked idea seems mad that they added the hulk so you can have someone tanking the belt spawns and still minin yet should you want to max out gang mining skills and uses the mods you have to then uses a main carictor to train BC or comand ships to have the skills and ship to uses the moduals when they are usesually combat and miner alt. would be good to have the ability to work on something to do both on a dedicated mining toon. and with this set up you have basically a hulk mated with a comand ship so it isnt overpowered regarding the mining ability ------------------------------------ Dragon the patch to optimise EVE. Welcome to Tranquillity the optimised snail Please wait 4 minuets to jump war targets are 2 seconds away. |

Shiner BockBeer
Go Go Gadget ForumPostingAlt
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Posted - 2006.09.27 23:26:00 -
[26]
Nah, we don't need capital-class miners. What we need is for mining links to be low-slot modules and for barges/exhumers to get a bonus to allow fitting.
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Caedicus
Minmatar InterSec
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Posted - 2006.09.27 23:40:00 -
[27]
Originally by: ragewind
yes this would be a wicked idea seems mad that they added the hulk so you can have someone tanking the belt spawns and still minin yet should you want to max out gang mining skills and uses the mods you have to then uses a main carictor to train BC or comand ships to have the skills and ship to uses the moduals when they are usesually combat and miner alt.
That has to be one of the longest run-on sentences I've ever seen. I wish I could give you a prize.
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Patch86
Di-Tron Heavy Industries Knights Of the Southerncross
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Posted - 2006.09.28 00:21:00 -
[28]
I'd love to see said Capital Miner have fighter-sized mining drones, too. That would be very cool.
And I bet every Pirate in the game would be salivating at the chance to mob, scramble, and generally pop one of tese to wee little bits. I don't think it'd be the proverbial "I Win button", as (being a non-combat ship) it'd be relatively fragile for a cap ship, and the huge cost + the risk of losing it would balance out the general uberness.
And yeah, if it uses a cyno-based jump drive, it'd be low sec only. And thats good- all we'd need would be to give Macro's the ultimate miner :)
Anyhow, general /signed. Miners are people too.......
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Karoth Tyu
FATAL REVELATIONS
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Posted - 2006.09.28 01:26:00 -
[29]
If its a mobile refinery with low yield, no jump capability, and is not allowed above .4, then I'll support this idea.
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Gonada
Gallente Cross Roads
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Posted - 2006.09.28 01:51:00 -
[30]
just say no to easy mining.
-I don't necessarily agree with everything I say.-
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w0rmy
Intensive CareBearz
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Posted - 2006.09.28 02:30:00 -
[31]
Originally by: Motley Spacefarer
Originally by: xeom just as long as its not allowed in high-sec.
though is ANY of the Capital ship allowed above .4 now ??
Freighters and Chribba vehicles
Originally by: Avon
Originally by: Dark Shikari
What single item is larger than a jetcan?
My ego?
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Daniel Jackson
Caldari Department of Cold Nuclear Fusion
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Posted - 2006.09.28 04:33:00 -
[32]
lol i mentioned this meny times lol, ya captial mining ship with 6 strip miners etc ___________________
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Tyranical Teabagger
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Posted - 2006.09.28 05:17:00 -
[33]
I dunno if having it be an uber strip miner is such a good idea. Just make it like a mining logistics capital ship. Tie the refinery and a stupid large cargo hold to a special mining siege module that must be active for the refinery to work and also acts as a 200x cargo expander Give it a base hold size of 750 cubic meters. 2 or 3 high slots 2 or 3 mid slots and 0 low slots. Also give it 99% reduction to gang assists modules and a gang assists module effectiveness bonus of some kind. There you go a mobile refinery that can jump to where you need it, but can't be used as an uber hauler or miner in and of itself. Oh and 0.0 only.
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Ubel Feuer
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Posted - 2006.09.28 05:40:00 -
[34]
Originally by: Gonada just say no to easy mining.
And so pvpers that get cap ships should have the same treatment? Because if you're saying that a carrier vs. a BS is fair then you need to take some time off. Miners and logistics ppl in general have **** for ships. "But you got the Hulk!" Guess what, it's not that great. There is no reason a .4 and below mining cap ship can't be added and have it be fair. Cap ships still need support; all this is doing is making alliance ops more efficient and giving us a new ship to look forward too.
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Thelastangel
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Posted - 2006.09.28 05:42:00 -
[35]
Originally by: Motley Spacefarer am I the only one that feel we need these ??
first off we got the gang assist modules but no mining ship can actually fit those and getting a PvP ship in order to mine better dont make much sense to me not to mention you need a large gang to make up (even with the time savings) for you not being in a mining ship
here is what I would like to see Dreadnaught size Capital mining ship
6 High slots 3 HP (can fit 3 strip mining lasers and 3 gang assist modules) 2 Med slots (new module fits mid slot modular refining array gives like 20-30% + refining skills but refinines in minutes) 2 low slots
base speed 50 base shields BS base armor Cruiser base hull freighter 99% reduction to stripminers 99% reduction to gang assists modules 20% bonus to mining per skill lvl
I think tht covers the basics
can we have those pls ?? Motley Spacefarer
/emote sneaks in..says "What - you mean like the Titan was supposed to be...way back when..." -- runs for the hills..
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Bael'Zhaeron
Minmatar Crabbs
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Posted - 2006.09.28 07:04:00 -
[36]
Why not implement 2 Capital Mining ships one miner and one mobile refinery. Just like you have carrier and mothership
The miner uses capital strip miners with a Extreme duration like 10 or 15 minutes cycle which yields more but if you break the cycle you loose everything like a ice miner. Dont think it should be able to tank everything but atleast have some LARGE structure and/or Shield/Armour. Should be molded from a freigther really slow to warp and to turn around with enough cargo bay for one cycle. Fitting wise you should probably have two lowslots so that you can choose between mining upgrades, stabs or expanders. Should not have bonuses for command modules you would still need the use of command ships. Should also not be able to drop cans (except loot if popped) But you need regular haulers to empty the ship just like you access the cargobay on a carrier or POS refitting station.
The mobile refinery should have a giant carbo bay for storing ORE (not minerals) ei. 100k or more. Refinery bonuses should be just like a intense refining array when you have maxed out mobile refinery skill. And just like the mining ship this one aswell should not be able to drop jet cans u need to access it with regular haulers to empty the minerals. As for refining time it should have like a hours or something close but can refine ALL ore types ei. Crystaline,sharp or just regular crokite at the sametime. None of these ships should be able to cyno jump or if they can cyno jump then not far at all like 3 or 4 Lightyears. This aswell should not have any bonuses for command modules.
This is just a rough sketch but atleast more balanced then the OP, seeing all this in one ship is what i would call a "i-win button" and should not be for a single person to be able to do all by himself. Mining in 0.0 or lowsec should need coporation not one guy in a single roid-pwn-mobile.
As for not having command modules Thoose shold be for command ships and BC ONLY not for lazy ass miners that want gang bonuses but dont want to sacrifice ore yield. If you want gang bonuses use a command ship with a guy that has command skills thats what they are there for.
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2006.09.28 07:14:00 -
[37]
Originally by: Bael'Zhaeron The miner uses capital strip miners with a Extreme duration like 10 or 15 minutes cycle which yields more but if you break the cycle you loose everything like a ice miner.
I'd laugh my ass off spending a 15 min cycle for 3 units of Veldspar 
But you know me, I am all for any new shipclass that can get some Veld in their cargo.
EVE-Files | EVE-Search | Monitor this Thread |
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Bael'Zhaeron
Minmatar Crabbs
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Posted - 2006.09.28 07:41:00 -
[38]
Originally by: Chribba
Originally by: Bael'Zhaeron The miner uses capital strip miners with a Extreme duration like 10 or 15 minutes cycle which yields more but if you break the cycle you loose everything like a ice miner.
I'd laugh my ass off spending a 15 min cycle for 3 units of Veldspar 
But you know me, I am all for any new shipclass that can get some Veld in their cargo.
Im sorry dont get your post ? 3 units of veldspar, where did you get that number ? If you are referring to the ice miner bit then please look again im usng the iceminer comparison for cycle time and loose of ore not the amount.
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2006.09.28 07:49:00 -
[39]
Originally by: Bael'Zhaeron
Originally by: Chribba
Originally by: Bael'Zhaeron The miner uses capital strip miners with a Extreme duration like 10 or 15 minutes cycle which yields more but if you break the cycle you loose everything like a ice miner.
I'd laugh my ass off spending a 15 min cycle for 3 units of Veldspar 
But you know me, I am all for any new shipclass that can get some Veld in their cargo.
Im sorry dont get your post ? 3 units of veldspar, where did you get that number ? If you are referring to the ice miner bit then please look again im usng the iceminer comparison for cycle time and loose of ore not the amount.
Right, I meant, that long cycle, then the roid pops and give you 3 units of Veld.
Some miners complain about the 3 min cycle of stripminers where they only give out a few units when the roid pops, imagine a 15 min cycle (that couldn't be turned off like ice miners) for a few units. Funny.
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Bael'Zhaeron
Minmatar Crabbs
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Posted - 2006.09.28 07:53:00 -
[40]
Thats true but seeing there is a module that you can use to scan roids to see the amount of it should maybe work in this matter ? It's not like you jump out in your dread and not checking the amount of stront in the cargo bay.
The use of capital ships require abit more planning this should also apply to mining ships if they enter the game.
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