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Serendipity Lost
Repo Industries
1970
|
Posted - 2016.04.28 14:39:45 -
[271] - Quote
I'm OK w/ small deposits of moon goo in HS also, but turning on a goo harvester would give you a suspect flag and some form of docking timer. It would give the HS guys a taste of the good life, but the suspect flag and docking timer would add the needed risk and not require a war dec to allow player interaction.
Just say the goo harvester messes w/ CONCORD communications or something. Not enough to merit CONCORD taking action, but still bothersome enough that they will 'look the other way' if a goo miner comes under fire. |
Phoenix Jones
Small-Arms Fire
1621
|
Posted - 2016.04.28 15:23:07 -
[272] - Quote
Serendipity Lost wrote:This is a great time/place to restructure moon mining into an activity for all players. The key is to spread it too thin for a monopoly to apply. Use PI as the model. Eve will never run short of PI. As prices go up, so does the amount of PI harvesting.
Make moon mining an at risk activity. Require a pilot out in space to gather moon goo. I don't really care about the whats and hows - just require a pilot to get in harms way to harvest goo. No timers. The biggest roadblock to the player base accessing moon goo is the required structure and it's associated timers.
Introduce a new class of moon mining ships. Make them as funky or as mundane as you like. Just get the harvesting pilots out in harms way to get their harvest. It would please the game greatly if battles were fought to destroy / protect moon mining fleets. No more free rides. Model them after mining barges: Big tank/low cargo, Big cargo/low yield, Big yield/low tank.... something like that, so that there are different options to benefit different mining styles (from ninja to protected operation)
Make the moon goo deplete in some fashion. Infinite goo in one spot forever makes no sense. Make it like PI or create a new mechanic. Deposits should be largish (you're mining a moon), but if you deploy 100 moon mining ships onto a single moon - you should expect it to deplete. I like the idea scanning moons for deposits. No data dumps for goo locations. The scanners could be as gross or as granular as is necessary (You have to scan a single moon for 1 hour to get the goo results would be too much effort and a 5 minute scan to get all the data for a given region would be too little effort). Scanning could be by system (a good place to start I think), constellation (too much I think), or even by a given range from the scanning ship (moon goo scanner has a range of 20 au or something). Basically if you want goo you have to go find it in some manner, and as you mine it - it depletes in some manner so you have to go find more.
Goo is a reward, it needs risks, harvesting options and barriers to monopolizing it. If you open it to the masses (in null and LS only of course) then supply, demand and awesome explosions will follow.
This by 100,000x.
I'd like a new mining barge version. I would also add the ability for the discovery (that new ice mining frigate) to be able to do what the moon mining barges would be able to do. I believe you'd get a lot more use out of them.
Yaay!!!!
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Tradesmann
University of Caille Gallente Federation
0
|
Posted - 2016.04.30 20:12:01 -
[273] - Quote
To start with IGÇÖll start by saying IGÇÖm not a mining expert, nor is that the area of the game IGÇÖve focused on but IGÇÖve been doing some theory crafting around the new drilling rig platform and wanted to share my ideas for debate.
I started off with some simple ideas surrounding the drilling rigs which were
1. = Allow them to spawn an asteroid belt once a month 2. = Be able to transport ore back to a station / industrial array via ore pods 3. = Be able to warp to either Asteroid belts/sites or moons 4. = The idea around ore pods (See further down for details) 5. = The rigs should have an anchoring / un anchoring time
But from those basic ideas I thought okay so letGÇÖs thrash this out a little and see what I come up with, which has lead me to the ideas below.
So the way I see the drilling rig platform creating the most interesting game play is to have it come in 3 different versions.
1. The Vanilla T1 Drilling Rig = This is a rig that isnGÇÖt great at either moon mining or belt mining it gives standard abilities to both.
1.1 It can warp within a solar system but only to moons / planets or mining sites/belts. 1.2 It has an anchoring / un anchoring time. 1.3 It can be deployed by a JF / rorqual. 1.4 It has say a 20% bonus to both belt mining and moon mining. 1.5 It can be destroyed during the anchoring time and reinforced when anchored. 1.6 It tractors in ore cans automatically to its cargo hold and stores moon goo the same way etc after a 30 second delay. 1.7 It has the ability to send its cargo back to either the new industrial arrays or a station in something called GÇ£Ore podsGÇ¥ (more on them later). (Active Ability)
2. T2 Moon mining Drilling Rig = So this rig is specialised towards moon mining and it has bonuses towards that area.
2.1 = It can warp within a solar system to moons only or be deployed there by a JF/Rorq. 2.2 = It has a 50% reduction to anchoring / un anchoring time. 2.3 = It has an 80% bonus to moon mining efficiency. 2.4 = It can be destroyed during the anchoring time and reinforced when anchored. 2.5 = It collects moon ore via ore pods that arrive at the rig that are tractored in after a 15 second delay. 2.6 = It also has the ability to send moon ore back to either an industrial array or a station automatically via ore pods. (more on them later). (Active Ability) 2.7 = Once a month itGÇÖs generator has saved up enough energy to activate a cutting beam that hoovers up 3 dayGÇÖs worth of moon mining in 1 hour.
3. T2 Asteroid Mining Drilling Rig = So again specialised towards asteroid mining and bonuses geared towards that game play.
3.1 = It can warp within a solar system to asteroid belts or Asteroid sites. 3.2 = It has a 50% reduction to anchoring / un anchoring time. 3.3 = It has an 80% bonus to Asteroid mining lasers efficiency. 3.4 = It can be destroyed during the anchoring time and reinforced when anchored. 3.5 = It automatically tractors in ore cans after a 15 second delay. 3.6 = It also has the ability to send asteroid ore back to either an industrial array or a station automatically via GÇ£Ore podsGÇ¥ (more on them later). (Active Ability). 3.7 = Once a month it can spawn an awesome asteroid belt that includes mega asteroids the content of which would depend on the sec status of the system itGÇÖs deployed in.
All 3 variations of the drilling rig can just hold ore in the cargo hold but due to its small size to avoid continual trips to pick it up the active ability of using ore pods can be activated.
Optional Extra for the T2 variety
Active Shield = So coming from the position of creating interesting game play I think a really neat bonus would be to have a defensive shield that would extend for say 50km and either have a timer or ehp. The active shield would have to be deployed by selecting an option on the rig so youGÇÖd have to be there.
Ehp Shield = If it deployed an EHP shield then attackers would have to simply burn through the shield at which point it would drop, and the ships within would be attackable. So this means the more fire power you bring the quicker you get to kill the ships/ore pods warping to the rig inside etc. Also it has a cool down timer this can only be deployed say once per hour etc.
Timer Shield = So this deploys a shield that is impenetrable for a period of time during which the ships / ore cans that arrive inside canGÇÖt be attacked. After it goes down then the carnage can begin. Also it has a cool down timer that means it canGÇÖt be deployed again for another hour.
Building the Drilling Rigs
So to create the T2 variety you could make it so that what makes it a T2 rig is either done by invention and materials or by adding a destructible rig to the standard rig.
The invention / material idea has some great game play around resource gathering and trading etc
And the module rig idea has some game play around being able to change your drilling rigs by removing / adding rigs as the needs of your organisation change. This would have to be done when the structure is un anchored thus making it vulnerable etc.
ORE PODS
Ore pods are a new way for asteroid and moon ore to be collected and transported and have the following attributes.
1. = They travel by warping from the resource to the drilling rig / station / industrial array. 2. = When being sent back to an industrial array / station they canGÇÖt do it all in one warp their warp drives are small and so have spool up and spool down timers this creates opportunity for all sorts of game play (awoxing etc). 3. = When they drop out of warp they can be either blown up or looted by scrambling the pod to prevent it warping off. 4. = Scanned down using core scanner probes. 5. = When arriving at a moon mining rig T1 or T2 it can be looted until it is tractored in 6. = Completes the warp with just 1 cool down stop when transporting to a moon mining rig. |
Tradesmann
University of Caille Gallente Federation
0
|
Posted - 2016.04.30 20:12:55 -
[274] - Quote
7. = Vulnerability time out of warp should be something like 80 seconds to give ppl time to scan down n warp to etc and then either loot or destroy.
The number of times per day it sends these pods and amount of ore that is in these pods is obviously up for debate etc.
The Rorqual
My vision for the rorqual is for it to be an awesome mining bonus command ship / ore transporter having the following bonuses / attributes.
1. = An AOE bonus to mining links 2. = No jump fatigue 3. = Larger ore hold 4. = Ability to reprocess / compact ore 5. = CCPGÇÖs shield idea 6. = Ship maintenance array can only carry mining ships / transport ships 7. = Bonuses to remote shield transporter range and amount (can only be used on mining ships) 8. = Increased sensor strength
Making the ship like a central command ship for an ore fleet with remote repping bonuses / AOE mining bonuses and ore processing capabilities itGÇÖll be a central ship for a mining fleet.
nüè |
sstabeler Echerie
Virgin Plc Evictus.
0
|
Posted - 2016.05.18 13:48:05 -
[275] - Quote
one problem I can see is that you need to be careful about how vulnerable the ore pods would be to being scrambled- it would be extremely irritating if someone could intercept all the ore pods mid-route. On the other hand, making it so that the ore pods are invulnerable wouldn't be fair to an attacker.
How I would suggest it is done:
1. the ore to be delivered is split up into 10 or so pods 2. each pod takes a different route to the destination 3. each pod goes a certain distance each warp 4. the pod can change direction only when out of warp 5. if changing direction, pods need to align to the new direction
basically, the idea is that if you have a lone ganker, they're only going to get a fraction of the ore by going after the pods- however, an actual attack by another alliance could completely interdict the pods.
That, and I suggest it be made that you have a choice- the structure can send the ore automatically to a station/another structure OR it can store the ore in it's own cargo bay (which could depend on the size of the structure- say, a small mining rig can store as much as a mining barge, a medium rig as much as an Orca, a large rig as much as a Roqual) but if the structure is attacked, it could all be lost. |
Malfesius
Valor Evolved Order of Allied Knights
0
|
Posted - 2016.05.25 20:25:25 -
[276] - Quote
What I would like to see from drilling platforms is a combination of static/active mining.
A few possibilities I can think of.
Drilling platform, like other planned structures, is fittable. One high slot is dedicated to a module, let's call it "drilling array (mineral)" where (mineral) is a dedicated type, let's say tritanium, or isogen, or what have you. The module does not mine a particular ore type but rather strips the belt for only the specified mineral type. However, while it provides a significant bonus to yields for that mineral type, it also converts minerals that would normally be gained through reprocessing of the associated ores present in the belt into the specified mineral type at a loss, let's say for argument 50% of normal yield from that ore type. So while you will get a greatly increased bonus on how much tritanium you get from plagioclase, it is at the expense of any isogen you might normally receive. Effectively the drilling array acts as a reprocessing beam that converts everything it touches into one specific mineral. It would have a cycle time of 24/48 hours, at which point it could with orca or Rorq support be refit with a different drilling array, or repackaged in space and flown back to star base for refitting.
Additionally, since this obviously is all passive, and I love being very active when mining, I think that extraction of minerals from the drilling platform would have to be done actively, not simply by the expedient of opening its cargo hold. Mining barges, exhumers, etc would have to target the mining platform and for all intents and purposes mine it in order to extract its goodies, possibly with dedicated extraction modules, albeit at a greatly accelerated rate over standard mining.
So while the drilling platform is passive, it's not set and forget, and because it strips a belt of only one mineral type, either multiple platforms need to be maintained in multiple belts, or it needs to be periodically refit to produce yields of any other mineral type. And since its hold cannot be emptied except through the expedient of warping out to the belt and actually doing some "mining" from the platform itself, you cannot collect your goodies without a little bit of actual risk(though I suppose destruction of the platform would also drop some of its cargo)
The other side of the coin in this concept is that anyone can "mine" the platform once it has completed at least one cycle. So if you don't return to check on it, a group of ninja miners could swing by and in a few hours strip you of 24 hours "work" that it took for the module to cycle. Perhaps another miner, like with the entosis link, who tries to mine your platform triggers an Eve mail to advise you, but I kind of like the idea that no warning is issued, you just have to go out and check on it yourself. This encourages maintenance, and defence of the platform, and could lead to some interesting pvp scenarios. I envision a group of ninja miners landing in a belt with a few pvp pilots in tow, damaging the platform to almost zero structure, while the miners mine it, and then holding it ransom over the owner or owners until their gang can finish emptying the structure and warp off.
This is idea #1 |
Malfesius
Valor Evolved Order of Allied Knights
0
|
Posted - 2016.05.25 20:38:59 -
[277] - Quote
Idea #2
Keeping the concept in place regarding harvesting from the platform itself, have the drilling platform be a centralized drone miner, from which miners need to actively extract ore. Effectively, each drilling platform send out a several dozen drones (or tugs, whatever) out to all the belts in the system, in this case dedicated to a specific ore type, returning the ore to he platform where it is compressed. The drones can be targeted and destroyed by others, very much like belt rats, and need to be replaced if this happens, so this encourages players to actively monitor their drones/tugs and the system the platform is deployed in for enemies shooting down their stuff. It again also encourages players to actively go out and mine the platform, but rewards them with faster yields than they would normally receive from just going after roids in a belt. |
Malfesius
Valor Evolved Order of Allied Knights
0
|
Posted - 2016.05.25 21:36:50 -
[278] - Quote
I think I prefer idea #2 because a well organized little corp can manage one or two drone drilling platforms with relative ease, sending out strike teams to hit any miners in their belts, or negotiating with those same miners to stay away from certain ore types or be destroyed, etc. miners still get to mine, but with improved efficiency, and because each drilling platform's drones are looking for one particular ore type, rather than running down those selfsame asteroids the miner can just park next to the associated platform and go to town. The platforms themselves can also be scanned down, mined by other players, destroyed, which requires upkeep, observation and maintenance by the owners. |
sstabeler Echerie
Virgin Plc Evictus.
2
|
Posted - 2016.07.22 20:04:54 -
[279] - Quote
I'd prefer it is players had to be in the structure to mine with it- letting anybody and everybody mine the platform sounds like it'd make them hard to justify, considering how crafty gankers can be even in well-defended space. ( i'm in proviblock- yes, i know what the gankers will say- and reds are a perennial problem.) |
Elyia Suze Nagala
Republic Military School Minmatar Republic
115
|
Posted - 2016.07.23 00:51:18 -
[280] - Quote
Somatic Neuron wrote:Would the drilling platform, or some other sort of platform structure, be able to replace Planetary Interaction, please? Currently there is no way to get rid of people that are squatting on planets that you want for your own use
Yea there is, repurpose orbital bombardment rounds and add an attack option to the PI screen. Shoot it Lizbit, Shoot It! |
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Elyia Suze Nagala
Republic Military School Minmatar Republic
115
|
Posted - 2016.10.19 18:07:55 -
[281] - Quote
A Drilling Platform should play one or more roles, depending on its Service Module components.
a. Moon mining b. Spawning asteroid belt anomalies c. Creating system wide bonuses for mining operations d. Acting as PI booster or upgrade e. Compressing raw materials
So here's a break down, again, these roles are based on service module sections.
Moon mining: Extraction of moon goo, works much the same way as current moon mining via POS equipment. Would be best if the mechanics of deployment required anchoring on a Moon for obvious reasons.
Asteroid anomalies: When equipment with this module and anchored on a moon or planetoid it would extract materials or break cunchs off forming asteroid belts in place around the structure. When coupled with some defensive modules this would make mining in ships such as a Roqual in null and wormhole space much safer, as the Roqual can effectively be on grid with the station for added protection.
Mining Bonuses: Acts as a system wide resource gathering command center, applying bonuses to mining operations in some fashion and/or altering system wide anomaly spawning mechanics.
PI interactions: This module would apply additional bonuses to planetary resource gather operations. It could work like an upgraded customs office as well.
Mineral compression: Works similarly to how current POS compressors do now.
The overall scale and cost of these should be similar to the industrial complexes that will be released as part of Ascension. |
PopeUrban
El Expedicion Flames of Exile
156
|
Posted - 2016.10.19 21:26:56 -
[282] - Quote
Character customization should just be part of the character sheet and completely removed as a station service.
It is a completely fluff system with no taxable benefit. There's no reason to specialize it in one or another. It'd be like telling people they can only apply SKINs in certain stations, despite having already made the obviously better choice of allowing purely cosmetic modifications wherever you want, including space.
Having it as a "selling point" for a single structure class is dumb unless the items equipped visually on a character have some functional purpose. And they don't. |
13kr1d1
Hedion University Amarr Empire
202
|
Posted - 2016.10.26 01:17:12 -
[283] - Quote
PopeUrban wrote:Character customization should just be part of the character sheet and completely removed as a station service.
It is a completely fluff system with no taxable benefit. There's no reason to specialize it in one or another. It'd be like telling people they can only apply SKINs in certain stations, despite having already made the obviously better choice of allowing purely cosmetic modifications wherever you want, including space.
Having it as a "selling point" for a single structure class is dumb unless the items equipped visually on a character have some functional purpose. And they don't.
Having it unbound to stations doesn't serve a purpose either. You want the service accessable anywhere. How about selling stuff directly out of your ship hold onto market, or allowing people to join faction warfare and leave it in the middle of space, etc?
There's gameplay reasons to keep things tied down. Restrictions are, in fact, content, because it shapes how you play the game and how you feel about the game.
If you could just instantly gratify yourself, you wouldn't play.
Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices
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Avarice Jones
Hedion University Amarr Empire
0
|
Posted - 2016.10.29 15:26:15 -
[284] - Quote
I guess for me it's about replacing current mechanics. The term drilling platform creates some ideas already that it should be involved directly in the process similar to how moon mining works.
Replacing the POCO with a drilling platform should be module based that takes fuel to power, but essentially runs planetary launch vehicles to and from PI launch bases. The vehicles should run straight line from launch platform in planet to drilling module and a charge per launch or unit moved can be imposed.
- This allows competition from multiple source to same planet allowing pricing competition
- creates incentive to shoot down competition that is undercutting prices for transfer services
- Materials can be accessible from an external hanger that cannot be accessed while docked or tethered if current risks for collecting materials are desired.
- As an addition or alternative to external hanger is the concept of a transport drone that can be scrambled or bubbled en route from planetary surface to platform or vice versa. The drone will continue to slow boat through bubbles, but should be interceptable with relative ease since launches can be on demand.
- should be relatively low fuel cost to keep running to encourage PI and competition/attacks on drilling platforms.
Replacing Moon mining: This should also be another collection mechanic similar to PI, but done from the drilling platform itself and require an online and fueled module. Limitations for moon mining should include mechanics similar to PI performed from the drilling platform where you scan the moon, select targeted areas and set time to collect before new program is run. Just as in PI areas of availability or overlap between different people seeking the same resource will reduce availability. Limitations can include launching a automated mining probe to a location to start mining. Power/CPU limitations can function similar to how PI works. Each moon mining module should have limitations on how much Power/CPU they can put into one or more mining probes to conduct the extraction operation. So an operator could select any moon in system that had been previously scanned (moon probes or do it with drilling platform) and launch extraction probes on one or more moons depending on limitations of Power/CPU module has. This limitation can be changed by security rating, rigs, etc.
- Allows more interactive moon mining
- Introduces direct economic competition to moon resources
- Should limit who can use the module through permissions settings. Module may even only open up high-slot special moon nano-factory launcher so someone has to take control of platform to set up/change moon mining. This forces trade-off between defense and moon mining
Replace reactions: This should be simplified greatly. Reactions should be BP driven. Create modules for each type of reaction type (hopefully very limited) and allow them to be created as industry jobs following similar mechanics for industry. They should be considered a manufacturing job run by a person or create new skills (chemical engineering, etc) that lets people create more jobs. BPOs should be inexpensive and mechanics for what happens during platform destruction with jobs/blueprints follows same lines as any manufacturing job.
- Uses existing game mechanics
- Simplifies the process
- Can still allow security rating limitations for module installation
- Should be modules than can be installed on any of the upwell structures but drilling platform has bonuses that can function as a bonus to material efficiency of BP
- rigs should apply bonuses as well
We can leave mining as it is and still introduce a new structure that replaces the POCO, moon mining from POS and POS for reactions.
If there are desires to change standard ore/ice collection with drilling platform apart from giving the platform increased refining or giving it compression capabilities then the scan to locate kuiper belt type objects is a good idea.
The idea is to simply give the drilling platform a special astrogeology scanner that can detect and locate anomalies. The anomaly appearance can be governed similar to existing anomaly mechanics but can only be scanned by drilling platforms. Normal mining ships have to go to these anomalies and those ships can be scanned as normal. The anomalies should not be deadspace, but warpable spots. This scanner should occupy a slot (not be a module) allowing trade-off of defense versus function and requiring boarding the platform to use it.
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PopeUrban
El Expedicion Flames of Exile
179
|
Posted - 2016.10.30 06:43:24 -
[285] - Quote
13kr1d1 wrote:PopeUrban wrote:Character customization should just be part of the character sheet and completely removed as a station service.
It is a completely fluff system with no taxable benefit. There's no reason to specialize it in one or another. It'd be like telling people they can only apply SKINs in certain stations, despite having already made the obviously better choice of allowing purely cosmetic modifications wherever you want, including space.
Having it as a "selling point" for a single structure class is dumb unless the items equipped visually on a character have some functional purpose. And they don't. Having it unbound to stations doesn't serve a purpose either. You want the service accessable anywhere. How about selling stuff directly out of your ship hold onto market, or allowing people to join faction warfare and leave it in the middle of space, etc? There's gameplay reasons to keep things tied down. Restrictions are, in fact, content, because it shapes how you play the game and how you feel about the game. If you could just instantly gratify yourself, you wouldn't play.
All of those things actually matter. my point is that character customization, unlike the market, cargo space, and faction war actual compose systems that matter to the overall risk/reward paradigm of the game.
Avatar customization does not. It has no gameplay function whatsoever, just like ship SKINs. There is no reason to require one structure class over another when choosing player structures just to gain access to avatar customization for this reason.
Now, if avatar customization actually had an effect on gameplay, it would be a different story. The problem is that it does not, and thus it is an unnecessary bonus that seems to be on track for the office structure type because CCP ran out of ideas.
Being told that if I want to set up a good cluster of services in a system I have to online an entirely separate station just so I can play space barbie is problematic because playing space barbie has the exact same ingame function as SKINs. It is purely cosmetic and has no effect on the actual utility of anything in the game. Thus it should function in exactly the same manner.
Or do you relish the idea of being required to spend several million on a station, fuel that station, and arm it against possible attack, or be forced to go visit and NPC station one or more jumps away from your epic player-run system with a great citadel and industrial setups just to change your shirt? |
Jackie Cane
Chaos Gate
23
|
Posted - 2016.11.21 07:19:03 -
[286] - Quote
So many questions and zero answers. I guess its going to be a CCP surprise? |
Payap
Shadows of Earth Das Fornax Protektorat
5
|
Posted - 2016.12.09 14:45:19 -
[287] - Quote
Has the introduction of Drilling Platforms been pushed back to fall 2017? It seems so, accordingly to this site .
If so, will there be a Devblog about it? |
Vadym Pobiedin
Mohikanin MATOU Alliance
1
|
Posted - 2016.12.10 16:14:20 -
[288] - Quote
Payap wrote:Has the introduction of Drilling Platforms been pushed back to fall 2017? It seems so, accordingly to this site . If so, will there be a Devblog about it?
Just find out that after visiting eve updates web-site. If they push backed drilling platforms to FALL 2017, what about gates?
First winter 2016-2017 for Drilling Platforms, Spring 2017 - Gates, now - nothing about gates and Drilling Platforms has shifted to Fall 2017. What are CCP planning to do until fall? Making 3 structures? : )
Need to wait for more info.... |
Scipio Artelius
The Vendunari End of Life
46259
|
Posted - 2016.12.10 16:34:24 -
[289] - Quote
Payap wrote:Has the introduction of Drilling Platforms been pushed back to fall 2017? It seems so, accordingly to this site . If so, will there be a Devblog about it? Fall 2017 seems overly pessimistic. That isn't until September.
Much more likely is immediately after Fanfest in April, so Spring for the Drilling Platforms.
There is no devblog yet on any of the details of the platforms.
Come Win At Eve - Join The Vendunari
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Mariko Musashi Hareka
Kaishin.
13
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Posted - 2016.12.11 09:40:05 -
[290] - Quote
Well hes got a point though it did say winter 2016 before now its Fall 2017 WTF?? |
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Black Pedro
Yammerschooner
3007
|
Posted - 2016.12.11 09:55:53 -
[291] - Quote
Yeah, CCP what's up? Delaying the Drilling Platform six months with no explanation is a little gauche. Especially since the last CSM minutes gave the impression the development schedule for next year was wide open and there is nothing else on your updates page for 2017.
I can only interpret that to mean you are planning to expand the scope of the mining revamp that will come along with these new structures. Still, given the absence of details perhaps CCP Seagull can give us a development update as a Christmas or New Year's present?
The 8 Golden Rules of Eve
Why Do They Gank?
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handige harrie
Hedion University Amarr Empire
364
|
Posted - 2016.12.19 18:33:30 -
[292] - Quote
I hope for Drilling Platforms CCP will give us some fun new mechanics and service modules, that change more than just simply enabling something.
Like with Drilling Platforms, keep the cost of the medium one super low, like 250M isk and then make them more expensive through the cost and upkeep of service modules, like mining posses are now (R8 is only odne with small posses etc.)
if you want to use them for moon mining, you install the R8, R16, R32 or R64 service module. Each module costs more money up front and more upkeep.
The biggest changes would be 4 fold.
- Gasses will not be mined from moons anymore. - If a Mining service module is installed, the structure loses 1 reinforce timer (shield) - Medium Drilling platforms will lose the ability to repair tethered ships. - a Drilling platform with mining service module, gets increased vulnerability timers the better the installed service module is. R64 mining should make the structure vulnerable 24/7.
They would also get a couple of new features.
- They get a huge bonus to hourly cost of reprocessing service modules. - Ships bigger than cruisers can't dock in Medium ones, bigger than battlecruisers can't dock in Large Drilling platforms. Freighters and Jump freighters and all cargo hauling industrials (no ORE) can dock too. Rorquals can dock in the Large Drillingplatform. - Every time there is usage of a service module, excess gasses get expelled. These can mined with a Gas Harvester and be easily reacted to the R4 gasses, we won't get anymore from moon mining. Alpha clones can use this new way to get familiar with Reacting and should be able to run 1 basic reaction (this would be basic reaction in the game, the rest are simple reactions). - Reactions themselves can be done if proper service modules are installed, new skills get implemented. Max amount of reactions gets limited to 5. (if you don't have the basic skill, you can't react) - Reactions should be done semi automatically, like they're done now, but the silo and reactor array are all inside the structure, so you can set it up docked and check material levels through the Industrial window. - Multiple Drilling platforms mining the same moon share the goo per hour, so 4 platforms on a 200 material moon, each gets 50.
I hope CCP will do much more with service modules than they did in the last 2 structures (Citadels and ECs), they are a really cool feature with a lot more potential than they have shown us soo far.
Baddest poster ever
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Lexx Devi
Freeport . 7
3
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Posted - 2017.01.09 12:15:56 -
[293] - Quote
Thank you CCP for taking all our ideas in to account. You are sadly underestimated how much effort you add to your game.
Drilling Platform. Wishlist. "This is a beg post"
*Reaction Lab "Service Module" +Easy Chemistry Lab Mini-game? [Simple & Mid Reactions]
*Adv. Reaction Lab "Service Module" +Difficult Chemistry Lab Mini-game? [Adv. Reactions & Complex Reactions]
*Moon Extraction Network "Service Module" [That may Link to "Small" Extraction Citadels (Siphons can keep stealing here)] p.s. Make "Small Extraction Citadels" only part that is close to vulnerable 24/7.
*Asteroids & Ice Transport Beacon "Service Module" [Warping Ice & Ore with Rorqual's +NewModule to Drilling Platform's OnGrid Beacons]
*Local Grid Wide Boost "HighSlot" [Supporting ships that mine what the Rorqual transported to citadel beacons.]
*Planetary Interaction Coordination Office "Service Module" ["Coordinate PI" for 20% more yield] +Overhaul planets interface to use Hexagon layout.
*Anonymous Player Manufacturing Missions "Service Module" [1. Contract With Materials and or BPC/Requesting Product, 2. Accepting contract gets a Manufacturing slot locked & delivered on completing.]
*MagneticPlasma Field Gas Attraction "Service Module" [Attract 1-3 small gas clouds per 8 hours]
*Gas MTU
+Current Engineering Complex have to many rigs, reduce rigs on M & L Size by [1/6] +CCP vission of having a "Space City" requires a closer placement of Non-PvP Citadels. [Engineering & Drilling Citadels anchoring 300km from Astrahus/Fortizar/Keepstar] =The PvP-Citadels missile & fighter is going to be vital for future titan building.
More toys less Rigs. |
Gregorius Goldstein
Ze One Man Show
1653
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Posted - 2017.01.11 14:35:40 -
[294] - Quote
I would love an option for drop-off boxes at citadels. This should be a way to deliver to contracts and perhaps even buyorders without the need to dock up.
Like things are now hardly anyone delivers to a citadel and you can't hire haulers to bring in stuff. If stations go away one day hauler contracts could become an "only my own corp." thing. Drop-offs on the other hand would encourage to haul and GÇ£covert haulGÇ¥ to citadels everywhere. Hunting those haulers or to sell stuff to the enemy could be other options.
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78 Aster
Perkone Caldari State
3
|
Posted - 2017.01.11 19:17:08 -
[295] - Quote
Clone Status: Alpha
Seems interesting but only for Omegas so... make sure it doesn't hurt the only new coming players |
Eileen Black
Decompression Theory Digital Vendetta
10
|
Posted - 2017.01.12 08:38:32 -
[296] - Quote
Slapping a pi face onto moon mining makes the most sense imo.
Give current good moons good amounts of m0 and worse moons smaller amounts of m0s. Reactions should be made like pi -on moons. Drilling platform would serve as a poco and alchemy reaction base. No alchemy on moons, just reactions/extraction.
Would make moons worth fighting for, t2 production more spread out and hopefully a bit cheaper. |
tekkky
Society of Business Technologies Dark - Alliance
0
|
Posted - 2017.02.05 22:38:45 -
[297] - Quote
I love the Idea of these gigantic supertechnical Drilling Platforms 15-20km next to the Engineering Complex and from there you could decide if you want to mine gas/ore/moon. It would then ( warp? ) in its huge range and mine till its depleted ( or time you set ) then the player could again send it on its jouney. It could work with Mining Drones or huge Lasers ( or both because it looks so sweet )
o7 tekkky |
Arthur Aihaken
CODE.d
5304
|
Posted - 2017.02.06 01:41:36 -
[298] - Quote
I'm curious when the deployment/vulnerability timer exploit is going to be addressed, when we're going to see a more POS-orientated style of attack, when fuel is going to be required to maintain these and when we're going to eliminate asset safety?
I am currently away, traveling through time and will be returning last week.
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Naye Nathaniel
COBRA INC
3
|
Posted - 2017.02.22 12:26:40 -
[299] - Quote
Vadym Pobiedin wrote:[quote=Payap] Just find out that after visiting eve updates web-site. If they push backed drilling platforms to FALL 2017, what about gates?
First winter 2016-2017 for Drilling Platforms, Spring 2017 - Gates, now - nothing about gates and Drilling Platforms has shifted to Fall 2017. What are CCP planning to do until fall? Making 3 structures? : )
Need to wait for more info....
It's simple - they gonna release new SKINS so u can buy it, =) Destroy the PVE content, Help a PVPers even easier to gank PVE'rs :)
About Drilling Platforms ... simple it's gonna be an exchange of POS as somehow u need to get a T2 components... |
Will Swiftsure
Sebiestor Tribe Minmatar Republic
3
|
Posted - 2017.02.23 11:01:17 -
[300] - Quote
imo a drilling platform could attract / spawn asteroids with moon goo or ice or ore or all 3 depending on what rigs or service modules you fit to it. And those could be mined with either mining ships or slowly mined with deployable structures similar to mobile tractor unit or the siphons. But players in space with ships mining should be faster. |
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