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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Somatic Neuron
Masterwork Productions Inc
64
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Posted - 2015.03.23 21:53:07 -
[61] - Quote
As for market hubs, I am assuming that we can finally limit access to said hub based on standings? So, hostile XYZ cannot interact with my market for my corp unless I allow him to explicitly? |
Kenneth Skybound
Skyefleet
118
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Posted - 2015.03.23 22:06:04 -
[62] - Quote
===Market hubs===
OPTIONS.
Maybe the default is homogenous, with trade/office/clones/insurance/customisation all provided at some level. Perhaps smaller structures have less immediate access to everything, instead with some built in access.
But then the fitting/upgrading comes into play.
Basic upgrades would hopefully come with little cost other than the slots or whatever they fit into.
More impressive upgrades may come at significant fitting cost, or even at the detriment of other services, making them less attractive or entirely unavailable.
- Trading could see an increase in the maximum amount of orders a player could list at that structure, adjustments in terms of tax (basic access should see higher taxes than normal, as the benefit is the utility of having the market wherever it's been placed) and allow for increased ranges of influence. Higher upgrades could allow for the owner to collect more of the taxes through normal trade, or to allow for increased (possible trans-regional) visibility. Debuffs may include higher taxes, massively reduced number of listings per player or perhaps even reduced visibility (seen from upto x jumps away or only in constellation, not region).
- Offices could increase or decrease in number, cost and utility provided as per upgrades. Not a whole lot of flexibility in these.
- Cloning is entirely dependent on what happens to it. I cannot comment on this at the time.
- Insurance depends on what is implied here - NPC or player insurance. At this point I cannot comment.
- Customisation could provide the option for players to apply ship skins that are owned and rented/offered on standings by the station or module they're at. The customisation upgrades could allow players to take on skins they don't normally have access to, which would persist until removed elsewhere.
In all cases, increases to the utility and capability of a section should come at limited cost to others, but extensive upgrades (ie specialising) would mean the others would suffer. OPTIONS, CHOICES, that kind of thing.
==Harvesting==
Oh MY.
In this area, I'd consider MANY things to be on the table.
There's options for structures that do boosting of mining capabilities of ships in system, or platforms that mine autonomously. There's room for perhaps supplying some industrial depot with ships such as ventures that can mine automatically (at a reduced rate) for the individual and for the group. Such ships could be spawned into anomalies, signatures or just in space to be scanned down allowing for interdiction on a smaller scale that a siege.
Scale and autonomy I feel are the biggest ones here. Options that allow players to go off and do other things (like moon mining does, or PI does) rather than actively not play the game (asteroid mining and netflix). Being able to scale up individual platforms with upgrades, supplies and perhaps skills could lead to a new means of industrial might, and give many smaller groups or players that feeling of an empire of many. After all, a capsuleer's pocket should be able to fund entire colonies of humans to work in various ways for them!
I'm imagining dragging fitted ships into a "Fleet composition" window at a platform, such as perhaps an orca, 5 covetors and 2 falcons. With some basic AI options (Always flee, flee if attacked, never flee) selected per ship, the 'fleet' could spawn as a cosmic signature to go about business, and be an interesting means of PvP. In the illustrated fleet, the Orca and covetors could be set to always flee if someone warps in, but the falcons might be set to flee if damaged, meaning they'll try to jam first (freeing the barges hopefully) before then bailing when the enemy targets them. Obviously no AI will be truly clever, but using existing rat AI with certain checks (such as what range a ship can operate at or is it being locked) should be sufficient.
Content where a player's job is to do nothing but sit and watch the almost unchanging scene (mining) should be done away with, and these platforms can be the answer to that!
==Post Harvesting==
See the trade hub section, but apply the concept to this area. Choice, adaptation, cost benefit, specialisation etc. |
Catherine Laartii
Crimson Serpent Syndicate Heiian Conglomerate
489
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Posted - 2015.03.23 22:15:18 -
[63] - Quote
Samsara Toldya wrote:Market Hub...
Jita might stay "no structures allowed!", but a ranged buy-order (2 jumps) placed in Jita with 788 playerdriven market hubs in Perimeter and another 531 in New Caldari might be annoying as hell if you have to collect what you bought in every single market hub.
Will there be hard limits like "1 market hub per system"?
EDIT: As they'll replace POCO and there won't be a anchoring spot needed: multiple POCO for a single planet possible?
The impression that I'm getting here is that they'll be a freaking huge investment to build. not quite as much as an outpost proper, but still enormous. |
A'Tolkar
Carlson's Raiders
35
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Posted - 2015.03.23 22:25:25 -
[64] - Quote
Will there be a mechanic to move these new structures from place to place, even from one solar system to another? Part of the nice part about getting rid of standings requirements was that one could relocate a POS based on system indices, etc. I don't see me repackaging a large structure that is 40km in size. However it seems implied that the drilling platform structure will be moving from place to place. How will this be accomplished with these, as well as all other, structures? |
handige harrie
Hedion University Amarr Empire
299
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Posted - 2015.03.23 22:25:51 -
[65] - Quote
War Kitten wrote:How will moon mining work?
Will there still only be one drilling platform per moon, or can multiple structures compete with each other for the limited hourly resource allotment?
I really like the latter.
I hope for the latter as Moon Mining and reactions now are stupid simple once you made your spreadsheets work, making it more granular would separate the two processes more (you can't set up a simple reaction chain in the same drilling structure when you only get 33 Raw Materials per hour). Can't wait for the drama R64s can provide.
I would love it to see the taxation of the market hubs go into the coffers of the controlling corporation instead of the gaping maw that is Concord.
The Interbus options are nice too, but they should be shootable without a concord response and only grant a proper faction response. (Lowering Interbus standings)
I like the new Mining possibilities, but they should not cause an extra influx of minerals in the system, just change the way we extract ore from asteroids and other assorted rocks. We've seen what happened with Drone Poo a couple of years ago.
The most amazing thing would be to allow alliances to Hire Agents for Missions in SOV nullsec, as it would increase the amount of people that can live in a system. You can even let them give Alliance LP for completing missions, which can be spend in the Market Hub for LP prices the alliance sets.
Market hubs would have to be enabled as a destination too, else picking up items in a shithole in deepspace will be a nightmare.
Baddest poster ever
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Saede Riordan
Alexylva Paradox Low-Class
7526
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Posted - 2015.03.23 23:22:34 -
[66] - Quote
one word, planetcracker.
Fear and Loathing in Internet Spaceships
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Manfred Sideous
North Eastern Swat Pandemic Legion
1132
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Posted - 2015.03.23 23:33:51 -
[67] - Quote
Drilling Platform
Should be a thing you can put anywhere in system. It then sends out ships of different types to extract resources from things. So you can upgrade your platform for asteroids , ice , moons , gas , comets , anomalies & etc. When the NPC ships are traveling too and fro they should be vulnerable to attack. When they are extracting or moored at the drilling platform they should be immune.
This gives players lots of choices when utilizing drilling platforms. It also creates counterplay and more small gang objectives (hitting the npc ships). When the NPC ships die they are gone till the player replaces the ships. So like mining frigs etc all the way up too Hulks. NPC's shouldn't be as efficient as actual players. So if a player extracts 100 units in X time a NPC would logically extract 50-60 units in X time.
@EveManny
https://twitter.com/EveManny
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Phoenix Jones
Isogen 5
1187
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Posted - 2015.03.23 23:42:35 -
[68] - Quote
Manfred Sideous wrote: Drilling Platform
Should be a thing you can put anywhere in system. It then sends out ships of different types to extract resources from things. So you can upgrade your platform for asteroids , ice , moons , gas , comets , anomalies & etc. When the NPC ships are traveling too and fro they should be vulnerable to attack. When they are extracting or moored at the drilling platform they should be immune.
This gives players lots of choices when utilizing drilling platforms. It also creates counterplay and more small gang objectives (hitting the npc ships). When the NPC ships die they are gone till the player replaces the ships. So like mining frigs etc all the way up too Hulks. NPC's shouldn't be as efficient as actual players. So if a player extracts 100 units in X time a NPC would logically extract 50-60 units in X time.
It's disruption but not pvp. Also this would replace the need for any type of mining ship or player. You cannot replace the entire backbone of Eve with this thing.
Yaay!!!!
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Mike Azariah
The Scope Gallente Federation
2678
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Posted - 2015.03.24 04:25:19 -
[69] - Quote
Drilling platform has a lot of potential.
BUT
I will not be supporting it if it is a passive thing. 'insert structure, get isk' If it is something that creates a new belt, new mining opportunities, something that gets more pilots out into space? Great. If it is something only the richest can afford to place deep in their own space and then reap benefits for? Hell no.
m
Mike Azariah Gö¼GöÇGöÇGö¼n++ ¯|(pâä)/¯
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Daichi Yamato
Xero Security and Technologies
2368
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Posted - 2015.03.24 04:30:08 -
[70] - Quote
It is PvP...just not very fun or engaging PvP.
Why not do this exact same thing between actual players rather than sanctioning afk mine bots?
These mining bots will be operating 23.5 hours a day, 7 days a week and the amount of times they actually get disrupted by actual players who can be bothered to shoot crosses will be minimal.
and how come PI will be a market hub thing rather than a drilling platform thing?
EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided" "So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time"
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Wulfy Johnson
NorCorp Security
69
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Posted - 2015.03.24 04:33:34 -
[71] - Quote
I'd rather see moonmining moved from passive to active in the new system, which will be more suited for local production.. |
Crazy KSK
Tsunami Cartel
95
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Posted - 2015.03.24 05:38:44 -
[72] - Quote
rather then having ncps be spawned to haul even just small stuff for you the contract system should be reworked to a much more accessible and customizable system where everyone docked at a station takes a glimpse at to see if there is some hauling to do that happens to be on my way, fits my wallet and cargo space.
*oh someone wants something to be hauled from jita to ami? well that fits nicely into my route to antem, I have the cargo space too and enough money for the escrow, easy 2mil!
that all just behind one click should be the goal.
Quote CCP Fozzie:
... The days of balance and forget are over.
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bp920091
Black Aces Against ALL Authorities
96
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Posted - 2015.03.24 06:47:00 -
[73] - Quote
Wulfy Johnson wrote:I'd rather see moonmining moved from passive to active in the new system, which will be more suited for local production..
I think a semi-active/passive system would work best, retaining the current capacities of moonmining, but giving an additional source of income for people, and freeing up the supply on some of the higher value moongoos.
Everyone likes to say that active moon mining will take over the supply, but lets be frank, it wont.
Oh sure, it'll take over R64 and R32 mining, and a couple of R16s, maybe. But it will NOT take over R4-16 Moon Mining. There's no way that you'll convince someone to mine atmospheric gases, when they could make MUCH more income from doing that by mining veldspar in a poorly fit cruiser.
You'd need to massive revamp the entire t2 production chain if you tossed out passive moon mining, as the sheer demand for materials would make it impossible for there to be a decent supply of them. Unless of course, you preferred your T2 mods to cost 10x what they do now, as that'd be what the end result of bringing the R4-8 moongoo costs up to R32 level (what people would probably be willing to actively mine them for). |
per
Terpene Conglomerate
46
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Posted - 2015.03.24 10:39:30 -
[74] - Quote
Kym Sorenson wrote:One of the single biggest questions I'm sure a lot of people have is, will there be a fundamental change in how "moon mats" are extracted? Will they continue to be only at moons, or is there going to be a total overhaul of raw t2 mats with these "anchorable anywhere" drilling platforms? That seems to be the fundamental place to start this discussion.
this and this again, we need to know answer to this for sure
...small gangs should be able to disrupt big alliances moon mining
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Corraidhin Farsaidh
Farsaidh's Freeborn
1023
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Posted - 2015.03.24 11:20:22 -
[75] - Quote
I'd like to see things like moon materials available from more than one mechanism. Lower yield passive income from high value platforms combined with higher yeild active mining from fast moving comets. This would give the chance for those willing to risk the ships to go grab good chunks of moon goodies but with increased risk. The solo/small aliances would also get a chance to grab some nice goodies and it would introduce some kind of balance between active/passive income and risk/reward. |
Anthar Thebess
976
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Posted - 2015.03.24 11:36:25 -
[76] - Quote
Allow players to drop mining platforms that will slowly chew a system belt they are deployed on. On very slow , slow rate - let say 3 days to complete usual system belt in null sec. During this time you need to defend this structure both from NPC and player attacks.
This will only work when you have 23/7 coverage.
Yes players will drop this on all belts in a system , but again this will be grate place for spawning small gang warfare, and good RESOURCE income for alliances. Alliances instead of isk for ships could provide then T1 Hulls as SRP.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
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Vixel
Sky Fighters
2
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Posted - 2015.03.24 12:23:57 -
[77] - Quote
I'd like to see these new structures finally fix the problem this game has had for a long time.
TECH II PRODUCTION and MOON GOO...
Something needs to be done about t2 production A Redistribution of Moon Goo.
Make moon goo the holy grail of industrial production. Spread it out evenly across the universe. Make r64 goo 2x as rare as it is now, and then spread it RANDOMLY and EVENLY throughout the game and allow that same proliferation to occur in wormhole space (will solve the rarity issue)
Allow control over a NETWORK of these structures to manage harvesting and collection of all materials available in space.
I'd like to see resource harvesting become the BALANCED and pyramidal isk faucet it is supposed to be instead of the UNBALANCED and BROKEN faucet it is now. Proportionally, something is just straight up off.
These structures need to have a VISUAL interface for their operation. The industry tab is so much better now with the visual changes and anything that takes all of the menus and submenus in this game towards that direction is a good thing.
LVXE
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zar dada
Future Corps Sleeper Social Club
36
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Posted - 2015.03.24 12:32:52 -
[78] - Quote
Can I setup Clones and Markets in wspace?
If we get markets and personal storage in station in wspace, but the structure is owned /anchored by a corporation, will directors/CEO have total access to that storage? And the ability to cancel/claim market orders/contracts by other players at that station?
KB
fcftw.org
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Hafwolf
StarHunt Mordus Angels
5
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Posted - 2015.03.24 12:49:28 -
[79] - Quote
Here is an idea a player can use the Entosis Link to control the drilling platform for mining. Say the player wants to setup the Drilling platform next to an asteroid belt they can loose a harvester on there mining ship to control a fleet of drones or mining barge or frigates to mine the asteroids, ice, or gas.
The Entosis link can be used for moving the structure as well. It would give better game play if the owners of the items could move the market or drilling platform without having to destroy the rigs by repackaging the structure's. Some time of in system warp of movement for the drilling platform. Both could be jumped to new systems give it a 5 ly range. No pilots can be docked and it cannot be in reinforced mode. The owner activates the Entosis link in the new system structure jumps. Then have a 48 hour cool down for system to system jumps. In system have like a 12 hour cool down. |
Rayzilla Zaraki
Tandokuno
286
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Posted - 2015.03.24 14:01:54 -
[80] - Quote
If players will be able park the new structures wherever they want, they'd likely want to plant them in or very near (on grid) asteroid fields. The new XL structures are supposed to be 100km across, which is about twice the size of a big asteroid field. Asteroid fields would need to be much bigger or this would be and look silly.
I am OK with the drilling platforms being used directly for PI and moon mining, but 1000% against them being used to directly mine ore or ice. The ultimate in AFK Carebearery.
Gate campers are just Carebears with anger issues.
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Hafwolf
StarHunt Mordus Angels
5
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Posted - 2015.03.24 14:33:43 -
[81] - Quote
I agree that they should not be passive. They should require control if the drilling platform can mine.
I also like the idea of a XL making its own asteroid field and breaking the rocks down to usable types around its self. However the miner has to be in system using the platform for the actual ore to be harvested either by Entosis Link or docked with the structure using mining assets like pos guns. However you mining equipment can be easily ganked.
Also an XL drilling platform should be visible on scanner or overview like stations or asteroid belts. |
Kiddoomer
ScrewWork Inc.
17
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Posted - 2015.03.24 14:49:54 -
[82] - Quote
I would really like to see these drilling platform be able to track down comets and "anchor" them and then give a bookmark to let miners (actual players) able to mine these. It could be one gigantic comet with ore, ice and gas around and in it.
A simple survey scanner proposal : post
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Soldarius
Kosher Nostra The 99 Percent
1185
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Posted - 2015.03.24 15:46:18 -
[83] - Quote
Manfred Sideous wrote: Drilling Platform
Should be a thing you can put anywhere in system. It then sends out ships of different types to extract resources from things. So you can upgrade your platform for asteroids , ice , moons , gas , comets , anomalies & etc. When the NPC ships are traveling too and fro they should be vulnerable to attack. When they are extracting or moored at the drilling platform they should be immune.
This gives players lots of choices when utilizing drilling platforms. It also creates counterplay and more small gang objectives (hitting the npc ships). When the NPC ships die they are gone till the player replaces the ships. So like mining frigs etc all the way up too Hulks. NPC's shouldn't be as efficient as actual players. So if a player extracts 100 units in X time a NPC would logically extract 50-60 units in X time.
Let me see if I understand this right. You want a single platform to autonomously and automatically harvest resources from everything in the system? If so, then Hell, no! This is a terrible idea. You are essentially advocating for CCP-approved botting.
http://youtu.be/YVkUvmDQ3HY
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Soldarius
Kosher Nostra The 99 Percent
1185
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Posted - 2015.03.24 16:54:54 -
[84] - Quote
Sorry double-post. But I was running out of available characters.
I'm thinking that many single-use processes like compression or refining could be possible using a single smaller structure, while more complex things like reactions should require a larger structure. Let us anchor these things near to one another. So we can easily move the fruits of our labor around.
I am very curious to see exactly what kind of scope CCP has in mind for POS structures like mfg arrays, silos, reactors, refining arrays, and compression arrays. Are these going to be stand-alone structures, or will they be converted into services that will be fit into a new structure that may or may not replace the actual POS or station?
What about weapons? Will they be scrapped? Or converted into structure-only weapons systems? So many questions.
http://youtu.be/YVkUvmDQ3HY
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Phoenix Jones
Isogen 5
1198
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Posted - 2015.03.24 16:57:45 -
[85] - Quote
Any type of automated or automatic mining should be scrapped and removed in total. there is a difference between making mining available and fun verses making mining irrelivent for groups of players and moving it in total to a afk structure farm run by 1 person.
Yaay!!!!
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Beta Maoye
59
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Posted - 2015.03.24 18:10:08 -
[86] - Quote
The sov change and entosis link can surely spice up interesting gameplay in null sec for agressive players. I think it would be nice to leave some rooms on the other end of spectrum for traditional and social players. Building mini-games into all resource harvesting may not be a good idea. Not everyone in every login session can afford intensive gameplay that needs to concentrate one's attention on screen completely. Sometimes people like to login to chat and do some light tasks in the game for a relax session. Mining used to fit into that category of gameplay. I hope the development of new structures can take into account these causal session of plays. |
Felter Echerie
SL33P3R C3LL
0
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Posted - 2015.03.24 18:58:21 -
[87] - Quote
I'm curious as to market availability in wh space; and also if they'll automatically show up on the overview. and if so... can markets have npc police spawns? so all markets could be safe-ish to incetivize trade between neutrals? i would really like to see markets inside whs; where explorers can reste their tired wings and buy some probes for the trip; maybe even sell some of their loot for the industrialists... and i'm also curious how these markets are gonna play out in hisec... i'd also like to ask for ccp to not remove the outposts we currently have; leave them be forever, just like historical places; maybe make all them freeport tourist sites or something... it would be nice to have some reminders of an older era laying arround new eden. cheers o7
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Alexis Nightwish
137
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Posted - 2015.03.24 19:25:38 -
[88] - Quote
There's a lot of "let's make structures that do all the mining for us so we can AFK strip mine the system!" ideas. CCP, I really hope you're just laughing at these attempts to change botting from the de facto way of doing it, to the de jure way.
Phoenix Jones wrote:On the drilling platform, if the platform spawned ore/rocks that were mined from the moon, which had to be collected by a miningb' ship/barge, that's ok.
Basically the platform mines the moon, roids spawn around the platform (pieces of the moon), players mine the pieces for moongoo (barges and ventures go to work). It turns an alliance asset into a group collection effort.
If you want to make the rorqual more useful, allow it to tractor in large pieces of the ore and literally munch it. The fastest option of mining moon ore, or possibly give it a bonus to the amount it eats.
Basically give the goo to the players and let them have it. I really like this as it makes moon mining disruptable. If it's disruptable not only do you have opportunities for content, but it then becomes a valid activity for increasing a system's industry index.
CCP only approaches a problem in one of two ways: nudge or cludge
EVE Online's "I win!" Button
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DaReaper
Net 7
1864
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Posted - 2015.03.24 19:59:15 -
[89] - Quote
Alexis Nightwish wrote:There's a lot of "let's make structures that do all the mining for us so we can AFK strip mine the system!" ideas. CCP, I really hope you're just laughing at these attempts to change botting from the de facto way of doing it, to the de jure way. Phoenix Jones wrote:On the drilling platform, if the platform spawned ore/rocks that were mined from the moon, which had to be collected by a miningb' ship/barge, that's ok.
Basically the platform mines the moon, roids spawn around the platform (pieces of the moon), players mine the pieces for moongoo (barges and ventures go to work). It turns an alliance asset into a group collection effort.
If you want to make the rorqual more useful, allow it to tractor in large pieces of the ore and literally munch it. The fastest option of mining moon ore, or possibly give it a bonus to the amount it eats.
Basically give the goo to the players and let them have it. I really like this as it makes moon mining disruptable. If it's disruptable not only do you have opportunities for content, but it then becomes a valid activity for increasing a system's industry index.
With this setup you could also have alliances set a tax on this equipment. It keeps a % of all the rocks it tosses into space. So you can have it somewhat passive if you chose, or 100% passive (i.e. Goons or someone sets 100% tax on there r64's) but they can be poped easier. This though, however, also pulled in the issue of things not changing. Certin moon ore would still only be available in certin areas of space. Where as i think moon goo need other means of getting it, like comets, or new roid feilds. So essentually i could pick a constalation and have everything i need to live and build everything i need. You would get more goo from moons but moon mining really needs to die.
OMG Comet Mining idea!!! Comet Mining!
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DaReaper
Net 7
1864
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Posted - 2015.03.24 20:12:02 -
[90] - Quote
Market hubs could be really nice in wormholes.
You deploy one in an empty wh system or even your own, load it with goods, set a price. Someone buys from it, flys to it, and can get it from the hubs cargo.
The hub can be destoryed, and dropps whatever is in its cargo, and the ships trying to get crap can be ambushed.
OMG Comet Mining idea!!! Comet Mining!
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