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Thread Statistics | Show CCP posts - 2 post(s) |
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CCP Ytterbium
C C P C C P Alliance
3751
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Posted - 2015.03.23 11:32:17 -
[1] - Quote
Hello people,
We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog.
This particular thread is going to focus on market hubs and drilling platforms.
- Market hubs focus on trade, office, player to player cloning service, ship insurance, character customization services
- Drilling platforms focus on resource harvesting, mainly with reprocessing, moon harvesting, reactions, mining, gas harvesting, or new harvesting mechanics.
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elitatwo
Eve Minions Poopstain Removal Team
596
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Posted - 2015.03.23 11:43:37 -
[2] - Quote
Do you plan to release bigger gas clouds that come with or for it to make booster pills easier to make and harvesting gases in known and wormhole space easier?
signature
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Dunamis55
Pink Fluffy Bunny Slippers Northern Associates.
7
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Posted - 2015.03.23 11:54:07 -
[3] - Quote
I'm assuming that Market hubs are just that: ways to operate a trade hub directly out of a player structure, much like how outposts currently work in sov null.
The blog currently details Office Headquarters as the only structure with Infinite cargo space at the moment though. Does this means that should I wish to list sell or buy orders via the market, I need to be docked at an XL sized structure? Or, will it be possible for players without the capabilities of XL structure construction (like solo or small groups) to be able to operate their own small market hub through the use of smaller structures? If so, how will this relate to structures' finite cargo sizes?
Also, for all sizes of structures, should the structure itself be destroyed, how then will items that are currently listed on the market act? Will the order be cancelled and the items be contained within the wrecks automatically? |
Enta en Bauldry
EVE University Ivy League
16
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Posted - 2015.03.23 11:58:47 -
[4] - Quote
Just want to note that a functioning market structure that can be configured for corp/alliance only AND works in W-Space would get rid of a major headache for me and quite a few people I fly with.
How it's to be implemented I don't know but as longs as you can do something along the lines of;
Buy Trimark Armor Pump II in Jita Bring it into JXXXXXX system, drop it into market structure (or something like a PHA?) Place an order for it in system, only visible to corp (perhaps even specific title!) Different player buys item and takes it out of the structure, fits it to their ship
I'm looking forward to the first public drafts. |
Somatic Neuron
Masterwork Productions Inc
61
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Posted - 2015.03.23 11:59:49 -
[5] - Quote
Would be nice if we could actually get some sort of mission service in our new structures. |
Somatic Neuron
Masterwork Productions Inc
61
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Posted - 2015.03.23 12:01:43 -
[6] - Quote
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 |
Dunamis55
Pink Fluffy Bunny Slippers Northern Associates.
8
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Posted - 2015.03.23 12:25:32 -
[7] - Quote
Another thing I thought of: as Outposts evolve into the new XL structures,does this mean that moon reactions will be able to be performed within an XL structure instead of, as it currently is, being confined to a POS? |
Corraidhin Farsaidh
Farsaidh's Freeborn
1014
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Posted - 2015.03.23 12:26:16 -
[8] - 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
You watch for them coming in to system and kill them when they try to gather the goodies, do it enough times and they'll go away.
Ed: to be clear I would prefer that all resources are available to everyone without them being fenced of as private by a structure being in place. Moon mining ships would be my choice for instance, but with the moon mining structures giving large boosts to corp members. then anyone can mine a moon that they find but those controling the space it is in will gain much more benefits. this would open up ninja mining in a prospector varient (for instance) as a possibilty for smaller groups/solo players and hopefully put more pilots in space. |
Ulrik Elristan
EVE University Ivy League
0
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Posted - 2015.03.23 12:30:33 -
[9] - Quote
This question kindof applies to all the new structures. Do you intend on having markets/stations/arrays/etc. of all the sizes (except maybe the S ones) or have some of those limited to some sizes, and if so, are markets intended as XL only ?
When you tell us of mining/gas harvesting, do you mean to have structures actually harvesting, or merely buffing system wide similarly to the current Orca and Rorqual ? If yes, are Orca/Rorqual boosts to become irrelevant ? (yes, I know you already brushed over the rorqual :P )
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Querns
GBS Logistics and Fives Support Goonswarm Federation
1489
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Posted - 2015.03.23 12:30:56 -
[10] - Quote
The idea of "passive" mining structures is very intriguing. Will drilling platforms be able to be parked in an asteroid belt (or even a mining anomaly) and be able to mine autonomously, or will doing so require human interaction throughout the process?
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Corraidhin Farsaidh
Farsaidh's Freeborn
1014
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Posted - 2015.03.23 12:42:18 -
[11] - Quote
Querns wrote:The idea of "passive" mining structures is very intriguing. Will drilling platforms be able to be parked in an asteroid belt (or even a mining anomaly) and be able to mine autonomously, or will doing so require human interaction throughout the process?
Perhaps a balance between low yield if unattended and higher yield if a pilot is docked and controlling the process. This would allow a pilot to control defensive measures too potentially. |
fluffy jo
Universal Exports
8
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Posted - 2015.03.23 12:44:44 -
[12] - Quote
Love the new structure idea.
Coming from a POS industry point of view.
I am not looking forward to having wasted 3-4 yearsGÇÖ worth of research on the existing POS gun turrets, missiles, ecm , shield hardeners and warp / web modules and redoing it all with any new structure modules.
Is it possible for CCP to think about reusing the current POS gun turrets, missiles, ecm , shield hardeners and warp / web modules as the new modules to be used in the new Structure fitting process.
The material can be changed as needed.
This will save refunding all the blueprints, and all the existing modules, for all the existing POS guns / missiles etc.
This will also save pilots from having to buy all the new blueprints for the new structure modules and spending time researching them.
I accept the fact that the existing POS tower blueprint and modules will be removed and replaced with all new structure, but to minimise the transition it would be nice to reuse as many existing POS modules as possible.
Cheers
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Jeremiah Saken
The Fall of Leviathan
237
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Posted - 2015.03.23 12:59:40 -
[13] - Quote
Question about NPC convoys. How would they work? If i send cargo on Jita-Amarr route will they be visible all the time on gates? Can they be escorted? What is the cost % cargo/shipment?
"...genre is a definition, the definition in itself must have boundaries, the boundaries act as barriers, and the barriers are like walls, like the walls of a prisonn++..."
The Good, The Bad and The Bantam
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Altrue
Exploration Frontier inc Brave Collective
1684
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Posted - 2015.03.23 13:09:05 -
[14] - Quote
Will the ability for abandonned drones to return to the market hub be limited to the market hub's grid?
Will this ability only involve allied drones? Or could we be allowed to use this offensively? Againt an opponent using abandonned sentrys in ishtars, or abandonned light decloak drones, for instance.
Signature Tanking Best Tanking
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Elenahina
agony unleashed Agony Empire
272
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Posted - 2015.03.23 13:21:19 -
[15] - Quote
Somatic Neuron wrote:Would be nice if we could actually get some sort of mission service in our new structures.
This would go a very long way to making null more self sustainable, and allowing alliances to withdraw from space they only hold so their members can generate ISK.
Agony Unleashed is Recruiting - Small Gang PvP in Null Sec
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Corraidhin Farsaidh
Farsaidh's Freeborn
1014
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Posted - 2015.03.23 13:32:47 -
[16] - Quote
Elenahina wrote:Somatic Neuron wrote:Would be nice if we could actually get some sort of mission service in our new structures. This would go a very long way to making null more self sustainable, and allowing alliances to withdraw from space they only hold so their members can generate ISK.
I don't think any area of space should ever be self sustainable as this would simply devolve into stagnant areas where pilots rarely fly from/to.If anything I think that there should be more interdependancy between the regions to promote co-operation between groups in hisec/losec/null/WH at least on a trade basis. From this pilots will make contacts in other regions and are then more likely to go visit them if a 'friendly' will escort them in. |
elitatwo
Eve Minions Poopstain Removal Team
596
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Posted - 2015.03.23 13:41:13 -
[17] - Quote
Elenahina wrote:Somatic Neuron wrote:Would be nice if we could actually get some sort of mission service in our new structures. This would go a very long way to making null more self sustainable, and allowing alliances to withdraw from space they only hold so their members can generate ISK.
But this isk generation is bad for EVE.
And if you think about it, you don't need any isk in your space - only time.
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ChromeStriker
Out of Focus Odin's Call
859
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Posted - 2015.03.23 13:54:03 -
[18] - Quote
Let us unanchor the drilling platform (really slowly) and fly/warp it (very slowly) to new belts/ anoms...
(It was said we could anchor them anywhere... so at a belt makes sense right?)
No Worries
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Thoren Vaille
American Federation of Musicians Local 148-462
12
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Posted - 2015.03.23 14:07:22 -
[19] - Quote
Querns wrote:The idea of "passive" mining structures is very intriguing. Will drilling platforms be able to be parked in an asteroid belt (or even a mining anomaly) and be able to mine autonomously, or will doing so require human interaction throughout the process?
Passive mining isn't really how I read this. I think it's more likely they will follow through with the idea of structures driving content that can be mined. Like when a belt out in HS is mined out, you are able to anchor a structure that breaks down a larger body into mineable resources.
Note that in last year's keynote, CCP mentioned that they want EVERYTHING in EVE to turn over to the players; if it can be built, it can be destroyed. We're venturing into the realm of potentially "building" asteroid and gas fields. Amazing, really. |
Samsara Toldya
Academy of Contradictory Behaviour
265
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Posted - 2015.03.23 14:25:44 -
[20] - Quote
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? |
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Iroquoiss Pliskin
Hedion University Amarr Empire
57
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Posted - 2015.03.23 14:32:37 -
[21] - Quote
I want to be able to set & collect taxes on any market transaction in my market hub.
( -í° -£-û -í°)
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Milton Middleson
Scrap Metal Squadron
563
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Posted - 2015.03.23 14:42:37 -
[22] - Quote
Is the intention that mining 'drilling platforms' will actually mine minerals on their own? That's not necessarily a bad thing, but it is quite a radical paradigm shift. So long as they are sufficiently constrained and vulnerable, that could give a powerful incentive for spaceholding. |
Dyexz
Comrades in Construction
5
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Posted - 2015.03.23 15:05:53 -
[23] - Quote
Somatic Neuron wrote:Would be nice if we could actually get some sort of mission service in our new structures.
That option will probably only be available for the Administration structure, as it was mentioned as a possibility in the keynote at Fanfest. It is not the missions them selves that will be attracted, but Agents will be encouraged to be locating their services out of your structure (from what I can remember from keynote)
you can find out more here. |
Phoenix Jones
Isogen 5
1177
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Posted - 2015.03.23 15:15:17 -
[24] - Quote
Will this be available in wspace? There are some concerns.
1) cloaky pvp market harassment (afk cloaked in space wiping out a corps market). 2) storage and loss (market hub blowing up). 3) easy Intel (jump into wspace, open market, if stuff available, can count the amount of assets present and whether to blow up or not).
Docking or mooring?
Can corporate and alliance settings be made so that only blues can see if there is even a market present (hide free Intel from neutrals and reds).
On the drilling platforms... Seems fine atm minus getting caught in a bubble as your transporting stuff back and forth.
Yaay!!!!
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Avui
Six Project Furia.
7
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Posted - 2015.03.23 15:16:08 -
[25] - Quote
Since you are creating a market hub structure I assume that you leave items there to be sold and be able to access the item that you bought.
Also you mention to have the access to the structures being managed by corp, alliance or standing.
If both things are true can you please make sure that you can make contracts out of this structure?
So you can actually ask 3rd parties to haul the items.
And if you like that, while you are doing this for this structure, please make the same for the PI storage structure and the POS fuel holding structure (whatever they are called).
If you have to manage dozens of POSes either you have to distribute access rights to a lot of people or create a high burden in a small amount (the ones that refuel). If these could contracted you can actually have any people from the alliance or even outside it (think high sec) to refuel it for you.
I think you can create a whole new market. :) |
John McCreedy
Eve Defence Force The Kadeshi
181
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Posted - 2015.03.23 15:24:06 -
[26] - Quote
I posted (admittedly a long post) in the structures thread raising some concerns, none of which have been answered so perhaps you could take the time to answer the one specific to market hubs, please? Are you proposing that in order to buy something, I need to undock from my station/structure, fly to another planet, access the market, purchase the item/s and fly it back to where I dock just so I can fit?
In addition, if I am seeding the market and/or contracts and the market hub can be blown up, what happens to my investment? Does it blow up along with the structure? Does it get ejected like the proposed mechanic for storing ships (which no one will do if you make it so they can be blown up)? Something else?
If you could please clarify these points it would help the debate.
11 years and counting. Eve Defence Force is recruiting.
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Ben Ishikela
24
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Posted - 2015.03.23 15:29:06 -
[27] - Quote
About drilling and the actual opportunity with the new structure patch, i will link a proposal from ealier. It talks about Harvest time. Think about the crops and the conflict that comes with autumn in medieval. Sure, new Eden is advanced. But good old Conflict that is true to humans, what can possibly go wrong in a game?
Have a Look TL:DR Known recurring Point in Time for when ressources come in huge chunks (via spaceelevator/etc). So that timed interception/Pilaging/Theft is worth something and an interesting conflict driver.
Add new modules or ships that can use tactics and strategies to beat the current meta or use totaly different gameplay to do so! yay :)
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Awulf
Adhocracy Incorporated Adhocracy
0
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Posted - 2015.03.23 15:39:05 -
[28] - Quote
Would cloning facilities be available in w-space?
This has been a sore point for many a wormholer. No way to effectively jump between clones with different implant sets. |
Onslaughtor
Occult National Security Phoenix Naval Systems
112
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Posted - 2015.03.23 16:18:24 -
[29] - Quote
One idea I have had for a while
ORE collection center
The Ore Cllection Center is a specialized deployable that is designed to be launched in ore and ice belts and act as a automated fiscal payout and material collecting agent. After deploying it will automaticly tractor, scoop, payout to the person depositing and tax if set too. Can also be sold to directly.
Tractor range is 200km, it only tractors in jet cans or deployable cans. It takes 10secs before it will tractor in the can, by default, this should be a changeable setting. Upon the can reaching the OCC it will scoop all ores, ice, gas into a very large internal ore bay. It will take the estimated price, or a set one, for all the ore and then apply the owner tax (% the owner is not going to pay for), then deposit the payment to the user as a ore bounty (This way the userGÇÖs corp and alliance can tax them) . Standings may also be set to determine paybacks. The isk will come from a set location, and up to a limit set by the owner (Its like a buy order) No more than one may be placed within 100,000 km of each other. Upon destruction the OCC drops ore like normal along with some of the components needed to build it. The isk buy order is returned to its owner. Ore in the OCC can be either scooped from the hold by the owner, or someone designated by the owner, or can be remotely jettisoned into a large can by the owner or owner affiliate. This can will not be scooped back up.
Course this is just a sketched out idea, but anything could be changed. |
Kym Sorenson
Lone Wolf Union Yulai Federation
23
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Posted - 2015.03.23 16:20:39 -
[30] - Quote
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. |
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Rodric O'Connor
Latter Day Saints Dark Taboo
4
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Posted - 2015.03.23 16:25:43 -
[31] - Quote
with the Drilling Platforms i can see 2 way you can implement this: 1.have the structures could catch an asteroid or meteorite or a comet and hole it in place wile players could mine it out (this would be random event or a timed one like ice belts) 2. have the Drilling Platforms pasted in a belt for a limited time and have a player use it it mine large meteorite the cut it up in the in to smaller pieces for the fleet the mine and tack back to the station ( have it so the Drilling Platforms would last for as long as the large meteorite last and have the player is operating Drilling Platforms to scan the meteorite to find the best deposits of minerals to mine and to cut off the wast rock) |
Axloth Okiah
Future Corps Sleeper Social Club
610
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Posted - 2015.03.23 16:30:16 -
[32] - Quote
Please allow clone swapping without clone jumping in wspace. And the passive mining structures sound too much like the current passive and riskless moon mining and top-down isk we have already.
W-Space Realtor
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Hafwolf
StarHunt Mordus Angels
4
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Posted - 2015.03.23 16:31:01 -
[33] - Quote
How about for the drilling platform you have a module for mineral compression or reprocessing and movement. Most of these structures will either be private or corp owned. I have to move my minerals to a station to use a freight service. Could interbus shipping be use to move materials either to station or to other structures in the same system or a few jumps to the local station either npc or player owned. If I am mining and refining materials in the drilling platform and I have or a friend has a assemble hub in the system where my bpo's are at even though they could be destroyed it might be cheaper for me to have interbus ship the materials then stop my mining.
Also does this platform deal with scrap. if it does it might be usefull in giving higher rates for repocessing scrap then stations for people that just rat.
If this platform does its own harvesting i think it should harvest its fuel. |
Phoenix Jones
Isogen 5
1178
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Posted - 2015.03.23 16:32:02 -
[34] - Quote
Axloth Okiah wrote:Please allow clone swapping without clone jumping in wspace. And the passive mining structures sound too much like the current passive and riskless moon mining and top-down isk we have already.
I have to agree. It should require something like a Rorqual pilot and ship to dock at it to make it start mining.
Yaay!!!!
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Lugh Crow-Slave
942
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Posted - 2015.03.23 16:39:33 -
[35] - Quote
Querns wrote:The idea of "passive" mining structures is very intriguing. Will drilling platforms be able to be parked in an asteroid belt (or even a mining anomaly) and be able to mine autonomously, or will doing so require human interaction throughout the process?
they aren't passive some one in the drilling structure turns it on while it is attatched to an asteroid that can't be mined then smaller mineable chunks break off
Fuel block colors? Missiles for Caldari T3?
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Lliam Tosen
Shinigami Miners Test Alliance Please Ignore
1
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Posted - 2015.03.23 16:42:41 -
[36] - Quote
I guess to start with my passion Drilling Platforms, We have seen the envisioned first step in mobile tractor units. and how short of a time it took for Indy corps to utilize them not in ratting but in logistics in Mining. Park an MTU 100 km out and have a dedicated hauler going back and forth,
The Medium step for this I could envision an MTU with built in compression along with a RF timer. And the ability to select Individual, Corp, Or alliance Pulling and Access. One issue with MTU's now is that more than 1 in a belt it ends up stealing others cans and so on.
Large. What is now a Min station I believe. A small outpost with Compression, Refining, Tractoring and Defensive capacity as well as If put near belts had a "Large" strip miner or ability to Deploy say a carrier's equivilent of fighters . 10-15 Fighter size mining drones . or 10-15 standard drones to act on a defensive capacity.
xlarge of course falls into all of the above category on top of THA BIG GUN. aka drilling platform. Moon harvesting, Gas cloud harvesting. .... One thing ive loved from the "Saga of Seven Sons" series was humans putting gas harvesting platforms in orbits of gas planets. I can envision seeing a module that acts as a "gravity Gen' attracting mineable astroids into the orbit of the xlarge facility in essence creating a new belt as a reward for the heavy work put into deploying one of these massive beasts. Put one on a moon and have The Big Gun harvesting the mess out of moon materials available. IF near a planet have the same said collector harvesting Gas from the atmosphere.
Im Rambling but these are what I envision with Drilling Platform layouts. So much potential and ps.. RORQUAL LOVE PLEASE!!!!! #Capital Mining Drones #Capital Strip Miners |
Jinrai Tremaine
Cheese It Inc
83
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Posted - 2015.03.23 16:43:13 -
[37] - Quote
One general concern I have with the new structures concerns their pricing and their capture mechanics; based on the dev blog/fanfest slides it seems they'll be subject to Entosis Link mechanics, which in turn implies the structures will be captured in a successful attack, rather than destroyed.
Since attackers would then get ownership of the structure (and, presumably its fittings, except possibly rigs) it seems like this would provide a significant incentive for large groups to prey on smaller groups that couldn't effectively fight back, just to take their structures for resale.
In comparison, right now small/solo corps can run a POS with relatively little risk, because usually the most valuable asset in such a setup is the control tower, which has to be destroyed for an attack to be successful. Generally this means that it simply isn't worth the time/ISK involved in attacking the POS in the first place. On the other hand, if the whole POS setup could be captured, there'd be a lot more risk for small/non-PvP-focused corps.
Capturing structures also opens up a lot of questions with regards to assets stored there - If I'm selling my goods in a public-access market hub and another group comes along, gains control over the hub and sets it to corp-only, would I still be able to recover my assets and if so, how? What about if they take it over and unanchor the station and haul it away? |
Kopaka Newton
Space Rocks Industries Solyaris Chtonium
4
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Posted - 2015.03.23 16:49:02 -
[38] - Quote
I think the market should be only bound to dockable structures. I don't see reasons to split the 2 functions. |
1Robert McNamara1
The Graduates Forged of Fire
73
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Posted - 2015.03.23 17:04:54 -
[39] - Quote
I'd like to see a vending machine.
Ammo, repair paste, cap booster charges, deployables, etc. Maybe each one has 5-10 items it can sell, each item gets an icon on the outside, limited quantities. They're cheap, they're in space, and they're convenient. Players buy them, deploy them, stock them. They have total ownership of the structure or share ownership to the corp/alliance. They can set prices based on standings, but they can't allow others to stock their vending machine for them.
Can be 'bashed' after say a single reinforcement timer. |
Akrasjel Lanate
Naquatech Conglomerate Naquatech Syndicate
1752
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Posted - 2015.03.23 17:08:47 -
[40] - Quote
Quote:Market Hubs focus on trade, office, player to player cloning service, ship insurance, character customization services. In case of "ship insurance" you think like... you create a special wallet for "SRP" and the CEO sets the payout for diffrent hull(s) on diffrent levels... Tradicional ship "insurance" won't work in a game based on descrution... leave it where it is in the hands of NPC where they have infinite ammount of ISK.
"Player to player cloning service" maby use corpses as biomass for this to work
"Character customization services" you have Pilot's Body Resculpt Certificate or you are talking about basic one that the NPC corps offer/
Quote:Drilling Platforms focus on resource harvesting, mainly with reprocessing, moon harvesting, reactions, mining, gas harvesting, or new harvesting mechanics. I would like a new way of passive resource harvesting.
Akrasjel Lanate
General Director(CEO) of Naquatech Conglomerate
Executor of Naquatech Syndicate
Citizen of Solitude
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War Kitten
Panda McLegion
5928
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Posted - 2015.03.23 17:19:02 -
[41] - Quote
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 find that without a good mob to provide one for them, most people would have no mentality at all.
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Soldarius
Kosher Nostra The 99 Percent
1181
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Posted - 2015.03.23 17:35:28 -
[42] - Quote
Corraidhin Farsaidh wrote: Ed: to be clear I would prefer that all resources are available to everyone without them being fenced of as private by a structure being in place. Moon mining ships would be my choice for instance, but with the moon mining structures giving large boosts to corp members. then anyone can mine a moon that they find but those controling the space it is in will gain much more benefits. this would open up ninja mining in a prospector varient (for instance) as a possibilty for smaller groups/solo players and hopefully put more pilots in space.
- Anchor drilling platform at moon.
- Set to corp use.
- Make 100 alts
- Moon mine with 100 alts.
- profit *100!
Bad idea. This will have to be limited in some way or moon goo values will be utterly destroyed. I know moon resources have abundancy. But that isn't granular at all. x1, x2, or x3? Meh. Making moon mining more like PI might work. Perhaps hisec moon mining may even become possible.
Removing POS fuel costs will make many of the crap moons and reactions suddenly viable for small-time miners. tbh, this would be a big step forward even if nothing else was changed.
tl;dr: if a Drilling Platform on a money moon can extract multiples more than the current mechanics allow, it will break the T2 economy. This must be very carefully evaluated and balanced.
Market Hubs
Personal market structures in lo/nul/w-space will be mercilessly hazed. They will be useless in hisec except for systems without stations. Even then, a simple wardec fixes that. I can only see this being successful for major powers.
http://youtu.be/YVkUvmDQ3HY
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RainReaper
RRN Assembly INC Straw Hat Legion
10
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Posted - 2015.03.23 17:35:41 -
[43] - Quote
i have a fev questions about the drilling platform. can it mine ore? is it automatic or do i have to manualy control the mining lasers? |
Dracvlad
Taishi Combine Second-Dawn
731
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Posted - 2015.03.23 17:39:11 -
[44] - Quote
I think this is the right place to ask this question.
I am a small alliance player who likes to operate in 0.0, the biggest issue for me since the nerf to carrier range is logistics, yes we can get around it with WH's to a degree, however it is going to take time to setup an operation.
I am hoping, but expect not to see it to have some fall back structure which is very difficult if not impossible to probe down, which can be cloaked in which a med bay, a small numbers of ships and some hangers for stuff is available, which also allows some other limited operations. Unless you have something like that then expect not to see that many people make the tough move out into deep 0.0. It does not have to be big, just a personal fall back station for a limited amount of stuff and ships that allows you to continue operating.
To me this is critical, I know you guys want to see things explode, but you have to enable players to have something that enables them to keep at it even after they have been rolled over by one of the big alliances coalitions which will not be going away.
I think you will need to setup something around the cloak mechanism as the best approach and if you use some of the functions like industry etc it can be scanned down.
I hope you understand what I mean and why I am asking for this!
Ella's Snack bar
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Ekaterina 'Ghetto' Thurn
Department 10
223
|
Posted - 2015.03.23 17:44:25 -
[45] - Quote
Regarding drilling platforms I would rather they did not arrive in a passive or 'AFK' format.
When I watched the fanfest structures presentation I gathered the drilling platforms would not form part of a POS or outpost. The larger rock/planetoid formations would appear randomly in asteroid belts and/or mining anomalies . The drilling platform would be dropped by an Orca and anchored to the larger rock/planetoid. It would look in appearance like the mining colonies you see in mission deadspaces currently but would be operated like a mining ship. Beyond that I'm not sure except that a capsuleer/s would have to be present for mining to take place.
Do you foresee drilling platforms being available in null, low, WH, and high sec systems or just candy for null-sec ?
" They're gonna feel pretty stupid when they find out. "-áRick.
" Find out what ? "-áAbraham.
" They're screwing with the wrong people. "-áRick.
Season four.-á-á ' The Walking Dead. ' .
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RainReaper
RRN Assembly INC Straw Hat Legion
10
|
Posted - 2015.03.23 17:52:31 -
[46] - Quote
Ekaterina 'Ghetto' Thurn wrote:Regarding drilling platforms I would rather they did not arrive in a passive or 'AFK' format.
When I watched the fanfest structures presentation I gathered the drilling platforms would not form part of a POS or outpost. The larger rock/planetoid formations would appear randomly in asteroid belts and/or mining anomalies . The drilling platform would be dropped by an Orca and anchored to the larger rock/planetoid. It would look in appearance like the mining colonies you see in mission deadspaces currently but would be operated like a mining ship. Beyond that I'm not sure except that a capsuleer/s would have to be present for mining to take place.
Do you foresee drilling platforms being available in null, low, WH, and high sec systems or just candy for null-sec ?
personaly i hope they wont be auto. one thing i see in the future with this for highsec. i could place one down close to a belt. mine stuff without fear of ganking cause ganking that structure would be hell*war decs still a thing tough* i could then refine the ore i mine and build stuff to sell to people flying by. like ammo and such. would be kinda passive sure but as long as i have to control the miners it should not be that bad. |
Alexis Nightwish
131
|
Posted - 2015.03.23 17:58:40 -
[47] - Quote
Questions:
Will the Market and Office Hubs be available in W-space, allowing us to FINALLY have jump clone service available?
Will Drilling platforms come in a size or version that facilitates temporary or one-time deployment? In W-space we often scan down a chain looking for gas, and if we found a good system with some instrumentals I can see us utilizing a platform to improve our gas harvesting. You could make it so that it has storage and we could deposit the gas there instead of taking it all the way home, making the platform a potential content generator as people attack it or ambush miners/indies at that location.
CCP only approaches a problem in one of two ways: nudge or cludge
EVE Online's "I win!" Button
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RainReaper
RRN Assembly INC Straw Hat Legion
10
|
Posted - 2015.03.23 18:01:39 -
[48] - Quote
i have one question for ccp... is there..uhhh... a eta for when we get these lovely new structures on the test server to play with~? |
Emmy Mnemonic
Svea Rike Fatal Ascension
44
|
Posted - 2015.03.23 18:15:46 -
[49] - Quote
Some questions on drilling platforms:
* Will they be anchorable in nullsec without sov? If not, will they be anchorable in lowsec to access moongoo there? * What will happen to drilling yield when sov is removed from a system? I.e. will sov give a yield-bonus to what is extracted? * Will there be a possibility to increase a drilling platform yield by iHub upgrades? * Will siphons work on drilling platforms? If so, what will they siphon out and how to "control" what is stolen? * Will reaction chains work the same way as they do today in POSes, or will there be a possibility to chain longer reaction-chains? * Will you have to have several drilling platforms in a system to extract the moon-goo which is today extracted by a POS? I.e. will you also have to manually transport the goo and/or reaction-results between different platforms, in analogy with how it works with POSes today?
Some general questions concerning the new structures: * Today, cynos can be lit so that ships are instantly within docking range to stations/outposts, in reality making jumpcapable ships invulnerable when using cynos to these structures of today. On POSes however, you have to ligth cynos at least 5000m from the POS-shield, adding a certain risk to cynoing in to POSes. What is the intended cyno-functionality for the new structures?
And finally some id+¬as and comments: I understood that there where some thoughts about connecting R64 moon-goo to the sov-mechanics, so that sov gives some kind of "bonus" to the yield possible from moons in sov-space. I think this (if it will be so) is a splendid idea! Today there are R64 moons available in lowsec, and those moons are just as valuable as a R64 in nullsec. My view is that the value should scale so that R64s in lowsec are valuable, but not as potentially valuable as a R64 in nullsec where you have sov. The reason for this is that connecting R64 incomes to sov would give large alliances a reason to fight for sov. No large alliance will fight for upgraded ratting systems IMHO. Alliances WILL however fight fiercly for R64 incomes.
CEO Svea Rike
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Rose Honey
Small Holdings Inc.
2
|
Posted - 2015.03.23 18:54:49 -
[50] - Quote
Will the new drilling platform give Mining Bonuses to All mining in a system~? or Just buff the stats of the mine-able rocks? As if they give bonuses what outside of hauling is the point of an ORCA?
The Rorqual is pretty much already useless, its only job is giving clones to people which these new poses will now also do. So that ship is basically a 2b barge transport which is bad.
What will the base repossessing Yield be in High, Low, Null and Worm space? Will you for instants be able to plop down a Base, slap down a mining service, and 3 Yield rigs and get 100% yield again with skills?
As for the Market Hub, Can I set different taxes levels for Blues, Reds and nuets?
Can I also have a Level 4 agent in my base, that I can tax peoples missions on? |
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voetius
Quiet Days in Clichy
337
|
Posted - 2015.03.23 18:54:50 -
[51] - Quote
About the Market Hubs. I realise that the dev blog is part concept and partly a base for discussion.
In one of the pictures there is a Market Hub in Luminaire that is under attack and has a corp icon. Does this mean you are planning to allow players (corporations really) to deploy a market hub in high sec and if so would be be like a normal station where you can buy and sell? or some sort of hybrid like null sec where you have freeports (e.g. in providence) or stations that exclude non-blues?
Or am I reading too much into the concept art and things are still under discussion? |
Lloyd Roses
924
|
Posted - 2015.03.23 19:38:12 -
[52] - Quote
Ekaterina 'Ghetto' Thurn wrote:Regarding drilling platforms I would rather they did not arrive in a passive or 'AFK' format.
When I watched the fanfest structures presentation I gathered the drilling platforms would not form part of a POS or outpost. The larger rock/planetoid formations would appear randomly in asteroid belts and/or mining anomalies . The drilling platform would be dropped by an Orca and anchored to the larger rock/planetoid. It would look in appearance like the mining colonies you see in mission deadspaces currently but would be operated like a mining ship. Beyond that I'm not sure except that a capsuleer/s would have to be present for mining to take place.
Do you foresee drilling platforms being available in null, low, WH, and high sec systems or just candy for null-sec ?
To me, it seems it meant:
Anchor this thing to a big rock (that can't be mined) and it will over time produce small clusters of asteroids that you can mine as usual.
I GÖÑ Sleipnir
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Vincent Athena
V.I.C.E.
3238
|
Posted - 2015.03.23 19:48:00 -
[53] - Quote
It would be great if I could fly up to someplace where an event is taking place and drop a open-to-the public market, full of ammo and modules for everyone.
That means markets cannot be limited to just XL structures. Give traveling salesmen something too.
Know a Frozen fan? Check this out
Frozen fanfiction
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Phoenix Jones
Isogen 5
1181
|
Posted - 2015.03.23 19:58:46 -
[54] - Quote
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.
Yaay!!!!
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Aliventi
Blue Republic RvB - BLUE Republic
833
|
Posted - 2015.03.23 20:00:47 -
[55] - Quote
Are you considering allowing these drilling structures to mine ore/ice from belts/anomalies? I think this would be a valuable addition to the game. It has a good mix of risk and reward that can be balanced such that in order to recoup the invested cost of the platform must be functioning and protected for quite some time. It can, and probably should, mine at a lower rate that a comparably expensive mining fleet of exhumers/barges.
As a numerical example perhaps a 1-1.5 bil isk mining platform can mine with the effectiveness of a moderately skilled hulk. The platform cannot flee if an enemy appears, its moderate defenses cannot fight off a dedicated opponent, but it does mine with effectiveness that if the structure is still standing 2 days later you will be gaining a profit, and it does mine 24 hours a day. This can be expanded into a 10 bil isk structure that has non-trivial defenses, mines as much as a fleet of hulks, but would take a week or two to start making a profit. Or a 100 mil isk strucutre that has pitiful defenses and mines as much as a mining barge.
By adding these automated ore/ice drilling platforms there is still a place for miners who enjoy mining. Those of us that are willing to invest into structures that are constantly at risk, and can't stand mining, would gain a huge avenue of gameplay. It would bring additional meaningful gameplay and be a wonderful target for roaming groups. |
Terranid Meester
Tactical Assault and Recon Unit
287
|
Posted - 2015.03.23 20:02:51 -
[56] - Quote
Somatic Neuron wrote:Currently there is no way to get rid of people that are squatting on planets that you want for your own use
Id prefer a proper iteration of PI involving orbital bombardment ammo that we can use on dust players. |
bp920091
Black Aces Against ALL Authorities
96
|
Posted - 2015.03.23 20:28:45 -
[57] - Quote
How is moon mining going to work in the new system. Is it still going to be relatively passive income, or will there be an entirely new way of getting said materials.
If the new structure can mine like the old ones (moon harvesters), please give us the ability to mine up to four types per moon (assuming the moon has said types). A lot of base r4 and r8 materials are mined as a byproduct, usually on deathstars. |
Burl en Daire
M.O.M.S. Corp
123
|
Posted - 2015.03.23 21:42:26 -
[58] - Quote
Querns wrote:The idea of "passive" mining structures is very intriguing. Will drilling platforms be able to be parked in an asteroid belt (or even a mining anomaly) and be able to mine autonomously, or will doing so require human interaction throughout the process?
The drilling station is interesting, I would like to see it used to mine rings instead of regular belts. Plop a mining platform in the ring of your choice and fit it with a module that would mine the item you are wanting. I would prefer as much active game play as possible because passive income is bad so make the platform open for anyone to easily take from.
Yesterday's weirdness is tomorrow's reason why.
Hunter S. Thompson
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Somatic Neuron
Masterwork Productions Inc
63
|
Posted - 2015.03.23 21:48:19 -
[59] - Quote
Corraidhin Farsaidh wrote: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 You watch for them coming in to system and kill them when they try to gather the goodies, do it enough times and they'll go away. Ed: to be clear I would prefer that all resources are available to everyone without them being fenced of as private by a structure being in place. Moon mining ships would be my choice for instance, but with the moon mining structures giving large boosts to corp members. then anyone can mine a moon that they find but those controling the space it is in will gain much more benefits. this would open up ninja mining in a prospector varient (for instance) as a possibilty for smaller groups/solo players and hopefully put more pilots in space.
I wasn't referring to "fencing off" a planet, or any other resource...but merely a way to give us a method of interrupting/removing others. Could be any number of "Planetary Drilling Platforms" around a planet as far as I am concerned. Scan them down, and then kill the ones that don't belong. |
Corraidhin Farsaidh
Farsaidh's Freeborn
1019
|
Posted - 2015.03.23 21:52:10 -
[60] - Quote
Jinrai Tremaine wrote:One general concern I have with the new structures concerns their pricing and their capture mechanics; based on the dev blog/fanfest slides it seems they'll be subject to Entosis Link mechanics, which in turn implies the structures will be captured in a successful attack, rather than destroyed.
Since attackers would then get ownership of the structure (and, presumably its fittings, except possibly rigs) it seems like this would provide a significant incentive for large groups to prey on smaller groups that couldn't effectively fight back, just to take their structures for resale.
In comparison, right now small/solo corps can run a POS with relatively little risk, because usually the most valuable asset in such a setup is the control tower, which has to be destroyed for an attack to be successful. Generally this means that it simply isn't worth the time/ISK involved in attacking the POS in the first place. On the other hand, if the whole POS setup could be captured, there'd be a lot more risk for small/non-PvP-focused corps.
Capturing structures also opens up a lot of questions with regards to assets stored there - If I'm selling my goods in a public-access market hub and another group comes along, gains control over the hub and sets it to corp-only, would I still be able to recover my assets and if so, how? What about if they take it over and unanchor the station and haul it away?
Capturing makes sense in Sov structure terms but stations should have to be destroyed. They will be too much of an isk investment to simply take through the entosis links. Large alliances would be able to take such structures at will completely destroying any small allinces chances of gaining any kind of foothold. |
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Somatic Neuron
Masterwork Productions Inc
64
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Alexis Nightwish
138
|
Posted - 2015.03.24 20:25:45 -
[91] - Quote
DaReaper wrote: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.
If I could make one change to moon mining it would be that moons deplete, and their resources respawn on a random moon elsewhere in the universe that doesn't currently have a moon mining structure.
Alternative sources of moon goo such as comets, cosmic signatures, and shattered WH systems would also be a huge improvement.
CCP only approaches a problem in one of two ways: nudge or cludge
EVE Online's "I win!" Button
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Phoenix Jones
Isogen 5
1201
|
Posted - 2015.03.24 20:38:16 -
[92] - Quote
The current iteration of moon mining needs to die. It should provide more gameplay to people who like to mine. There are a few dozen ways this can work, but the current system of afk pos mining out moons is a little silly.
Here is one concept of many.
Taxing moon mining directly would turn moon mining into another form of renting. We need to get away from that. Frankly, make it a free for all. But a smart version of it.
You have your drill platform. You need to start it. Drop in fuel blocks to start it. It runs for an hour and spawns rocks. The rocks stay spawned for 6 hours. You mine them in your badges, ventures or rorquals, etc, collect, profit. You want more roids? Drop more fuel so the drill keeps going. When you are done, don't fuel the drill, it auto shuts off (you have a isk sink for mining a moon, and time to collect. You also put in the need for defense else someone else will take your goop).
What I would tax is the refining of the moon rocks into viable materials.
The mining itself, pretty much free minus starting the drill. The refining of it, taxes to all hell. They don't sell it to you, hey go kill them when you get notification that they started your platform drilling platform (wow pvp opportunities!!!)
Anybody can mine what the drill produced. Whether anybody can fuel or start the drill can be determined later (I'd perfer anybody can start it vs it being corporation or alliance locked, as notifications can go out that the drills been started at a moon in a system by this person).. I wouldn't tax the collection of the rocks, but the refining of them. You prevent drill spam by the amount of fuel needed to start the drill (enough to fill 3,000 km of space, basically requiring a industrial to fuel it. If your scared use a blockade runner).
By doing this, you create an incentive to either sell the rocks to the corp/alliance, or try to bypass them and refine it yourself.
Whether that will work out, we don't know. I believe that moon mining needs to be freed from the small pos bubble of alliance afk ness.
Yaay!!!!
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Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
239
|
Posted - 2015.03.25 00:03:13 -
[93] - Quote
Markets.... in a player owned structure. You said some interesting things in the presentation. I think you want to avoid any circumstance where you create NPCs trading to the player modules and items that the players themselves can manufacture. ie: if they want to compete with other players, they need an assembly array. However, for items the player cannot produce, then either this would need to act as a remote trading service tied to a particular station or hub with an NPC transporting for an additional fee plus time for travel (can it be intercepted - ie: NPC convoys moving through low null?) or it simply acts as a way to have NPC move the items from the local regional market to the Structure - again, it should be something that can be intercepted by other players. I think it might be unwise to create a mechanic where items simply appear without any risk. However, this would be an interesting way to obtain meta items that are non-faction and non-officer.
Such a Market hub would also mark the Structure on the overview - especially if it allows players to trade with each other.
The market can be restricted - ie: visible to corp or alliance.
Resource structures should increase the availability of the resource in the system - ie: better detection leading to larger ore deposits or more anomalies appropriate to the module. It allow hidden fields to spawn whose Bookmark can be purchased for a set amount from the person requesting them (should not be an on demand but randomly generated and despawned - sometimes you won't have any, sometimes a lot). Once the location is visited the location can be found via combat probing. People who did not purchase a pass and enter the anomaly could be shot at by sentries - easily defeated except by lightly armed and poorly tanked ships. If in a fleet, the rights to mine are shared among all fleet members even if the purchaser leaves. If the purchaser enters a fleet, the rights are automatically considered shared with the fleet.
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TigerXtrm
Black Thorne Corporation Black Thorne Alliance
1050
|
Posted - 2015.03.25 00:17:47 -
[94] - Quote
Question concerning all structures really. What is the docking range going to be on these things?
My YouTube Channel - EVE Tutorials & other game related things!
My Website - Blogs, Livestreams & Forums
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kelvin oriley
GeoCorp. Curatores Veritatis Alliance
5
|
Posted - 2015.03.25 00:38:21 -
[95] - Quote
posted individually on each type thread
what i envision a good system would look like
rather than three separate structures we have a upgradeable system each upgrade effects it size and bonuses
the base core deploys and allows defencive modules guns and ewar only storage area would be a upgrade hanger
each division of upgrades gets 3 levels each level gives its own unique bonus and reward
markets hubs
bonus to owner is sales tax each level upgraded decrease item types restrictions
small (one stop shop) :- store/sell consumables and modules ( minerals, ammo, scripts modules )
medium (combat suppliers):- store/sell all the above plus sub cap ships
large (heavy military supplies) all the above plus capitals possible even supers
mining platforms (this idea relies on some extra elements to be added to the game listed below ) large asteroids not harvestable by regular mining producing finite of resources each day large gas nebula not harvestable by regular mining producing a finite of resources each day
small ( minner support platform ) makes available fitting the refining, compression, reprocessing service and boosting bonuses bonus to owner option of usage charge / % charge or both
medium (asteroid developments) all the above but if placed near a harvestable object the tower would develop a area harvestable material around it amount could be tied into the indy level large asteroids- develop a area of harvestable ore asteroids large gas nebula- develop a area of harvestable gas clouds moon - develops a area of harvestable moon rocks ( these would refine to moon goo) bonus to owner sale of mining permit of the harvestable area around it if attempt to mine was made without the permit the platform would defend the area
large (asteroid drilling platforms) all of the above but attaches itself to the asteroid / nebula allows the use of remote drone harvesting this would extract a minor amount the substance while the player is present and undocked in the control range doing other things (not possible while docked and only able to link to one remote at a time bonus to owner this semi passive mining yield could be taxed
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Masao Kurata
Z List
198
|
Posted - 2015.03.25 04:41:19 -
[96] - Quote
If you do (and I don't think you should, logistics guys need appreciation) introduce npc hauling, it needs to be less safe than player hauling in ALL space. This means in highsec, interbus haulers need to be freely attackable to a degree that nobody would use them for high to high transport. I don't want to suicide gank NPCs. Nobody wants to suicide gank NPCs. Suicide ganking is honestly a very rare thing already, although the noise made about it is quite loud. Honestly though this idea just seems bad.
The problem you say you're trying to address is fitting ships in null. Honestly this seems like a problem players should be fixing. If people are having trouble with this that there's a market but nobody's supplying it, you need to look at why (probably mostly docking rights). |
Rialen
Gravit Negotii Gentlemen's.Parlor
17
|
Posted - 2015.03.25 10:57:56 -
[97] - Quote
Role for Mining platform (un-deployed)
- Mobile - (Can warp around the place, and can moor at other structures
- Ability to scan for resource anomalies such as Gas nebulae (gas harvesting anomalies), Large asteroids field (ore harvesting anomalies), planetary rings (moon goo anomalies), or large ice field. (I left PI out as I am unsure whether it is included as part of this resource gathering)
- scanning of these sites will be limited to the mining platform, but once scanned down, will show on radar as per normal anomaly mechanics
Role for mining platform (deployed)...
... at large asteroid field (can be anywhere in system)
- Ability to attach to large asteroid
- fuel is required for the drilling of large asteroid. The drilling is not to gather resource but is a game mechanic to spawn smaller asteroids for mining
- Ability to set drilling focus on specific asteroids to spawn such as arkonor, bistot, crokite, etc... (but will be at a slow spawn rate, large quantity)
- ability to set drilling to spawn asteroids based on priority order. IE, arkonor first, followed by bistot, then crokite... (at a medium spawn rate, medium quantity)
- ability to set drilling to spawn asteroids without any preference (spawns all rocks available on large asteroid) (at a fast spawn rate, smaller quantity per asteroid)
- at the end of the drilling (based on mechanics chosen), the large asteroid will be destroyed making more asteroid spawns unavailable. This means the platform needs to be un-deployed and the scanning process begins again
*NOTE* a large asteroid will contain certain types of ores with limited quantity
... at planetary ring (located around planets of course). I also haven't thought much of what to do for this so feel free to add your 2 cents.
- Ability to survey planetary ring to find resources for moon goo mining (making it available for active miners to mine)
- ability to set priority for survey scanning for specific moon goo (similar to ores, allowing for different spawn rate and quantity)
- at the end of surveying, goo resources is depleted, making it necessary to move the platform to new location
... at gas nebulae same as first 2, but just gas. If you can think of more mechanics to add, feel free to add your input
- possibly have a mechanic to detect dangerous gas fields making it necessary for miners to avoid
... at large ice field Similar to ore, but with ice. drilling is necessary, fuel is required
*NOTE* for all four types of anomalies, once depleted, the normal despawn mechanics applies for said anomalies. (Once everyone leaves, it despawns and is no longer in anomalies list. For null sec, the nullsec indicies applies. Indy level 1 (ore upgrade), will guarantee 1 large asteroid with small variety of ores. as upgrade level increase, more variety and rarer ores is made available. Upgrade for other type of resources (while it doesn't exist), can also be added in game. upgrade for ice field, planetary rings, and gas field. As for highsec/low, despawn mechanics will take x hour before anomalies become available again. Lower the sec status, faster the respawn rate of anomalies and rarer resources available.
Now for the fittings. The platform will consists of x amount of high slots, x amount of mid slots, x amount of low slots, and x amount of specialised slot.
- High slots will allow the platform to fit offensive and boosting modules (such as weapons, ewar etc (similar to ships, and structures (the one that is coming), mining boosting modules (increased yield, increased rate of gathering, less cap usage, etc)
- Mid slots will allow for modules such as increased storage capacity, shield modules (regen or increased max shield hp), increased range of weapons (similar to omnidirectional links), etc...
- Low slots will allow for armor modules, bonuses to specialty modules, etc
- specialty modules... see below
list of specialty modules
- Ship Mooring - I am assuming that structures will always be attackable (no invulnerable timer), and as such, ships moored (not docked), has the ability to add bonuses to the platform depending on the ship moored. Combat ships (with weapons), will have its weapons controlled by the platform (added firepower). Mining ships will have its lasers controlled by the drilling platform, increasing the drilling rate. More lasers on ship, faster drilling rate.
- Drone Transportation bay (Not for combat) - this specialty module houses transport drones, which will gather jettisoned cans around the mining platform. The settings for this drone transportation can be set to the following:
- retrieve cans and store in personal storage (items retrieved will be stored into can owner's personal storage in platform where the owner is the only person with access to it
- retrieve cans and store in corporation storage (places in specified corp storage location)
- retrieve cans and store in alliance storage bay
- refinery - one for each type of resource (remember you can refit before deploying)
- compression unit - again one for each type of resource
- manufacturing module (ammo, small ships, medium ships, advanced ships, etc). manufacturing modules will have an input (where to get mats from), and output (where to put manufactured products to)
- long range transport bay (or interbus) - allows for storage of transport drones which has the capabilities to move items from a specified storage bay to another storage bay in another mining platform with same long range transport bay. meaning more than 1 platform is allowed in system with specialized capabilities. (1 for mining minerals, one for moon goo, one for producing t2 ships.
sorry, ran out of space to type...hopefully you get the idea and can come up with more modules or abilities |
Zappity
Stay Frosty. A Band Apart.
1907
|
Posted - 2015.03.25 20:24:59 -
[98] - Quote
I posted this in one of the other threads but realised it was in the wrong place.
dev blog wrote:Finally, we are considering adding Interbus Shipping abilities, which could reduce logistic hassle for small volume of items to fit a ship, but at a specific cost: a NPC convoy would spawn and manually move to the destination, being highly susceptible to disruption from other player groups. I strongly object to this. What is the game design objective here? There are already active courier groups in the game so why would you try and take this away from players and give it to NPCs? Logistics should be difficult and player-solved. It adds a lot of realism and depth. NPC roles reduce both realism and depth.
Zappity's Adventures for a taste of lowsec.
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Phoenix Jones
Isogen 5
1206
|
Posted - 2015.03.25 23:58:02 -
[99] - Quote
Zappity wrote:I posted this in one of the other threads but realised it was in the wrong place. dev blog wrote:Finally, we are considering adding Interbus Shipping abilities, which could reduce logistic hassle for small volume of items to fit a ship, but at a specific cost: a NPC convoy would spawn and manually move to the destination, being highly susceptible to disruption from other player groups. I strongly object to this. What is the game design objective here? There are already active courier groups in the game so why would you try and take this away from players and give it to NPCs? Logistics should be difficult and player-solved. It adds a lot of realism and depth. NPC roles reduce both realism and depth.
I think people are thinking that this interbus thing is going to go from the Delve to Jita and back delivering you endless ammo and mods for your ship.
You restrict this to inter-constellation delivery only. So lets say you are in Omist, in the 8MJ0-4 Constellation, and are in station 6T3I-L. 6T3 is Your Homebase.
The market "hub" for that constellation is AXDX-f (2 jumps away).
You want 4000 Antimatter rounds and two Magnetic Field Stabilizers. You can contract out to Interbus micro delivery. They'll go 2 jumps to your constellation market hub, pick up your bullets and Stabilizers, and bring it back to you while your doing something else.
Lets say you are in that same above Constellation in station 6T3. 4 Jumps away in the next door constellation (RL36-K), in the station at Z-70K1, there is Antimatter and Mag Stabs at 1/2 the price of the one in AXD. You cannot contract interbus because they won't jump constellations for you. You'll have to contract out to someone to go get it, or go get it yourself.
Small microjumps within your constellation.. I'm ok with.
Anything BEYOND that constellation, that's the job for you, your friends, external services, etc.
To make it a bit more clear. You would be able to ship from Jita to Urlen which is 3 jumps away because they are in the same constellation. You would not be able to ship from Jita to Itamo because its in a different constellation. You would not be able to ship from Jita to Sobaseki, even thought they are next door, because they are in a different region.
In addition, the shipments must be SMALL. No shipping entire battleship fits, cap it at something really small like 30 to 50 M3 per shipment.
That is literally the only way I can see this being even considered to be implemented that would not completely screw over in-game transit corporations like red frog, brave logistics, Push x, etc, but permits people to be at least a little decentralized from 1 central system in a constellation.
Making these micro deliveries region wide could potentially screw over a lot of freight services, and one of the most basic jobs in the game. Shipment.
If this wants to turn into some massive automated trading route concept, I would completely scrap it. People already have decent setups of transit already. Let them work it out.
Yaay!!!!
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Zheng'Yi Sao
DIRTY MONEY INC. Silent Infinity
72
|
Posted - 2015.03.26 00:08:53 -
[100] - Quote
Querns wrote:The idea of "passive" mining structures is very intriguing. Will drilling platforms be able to be parked in an asteroid belt (or even a mining anomaly) and be able to mine autonomously, or will doing so require human interaction throughout the process?
I truly hope this does not occur. I specifically left hi-sec to avoid the 60 account bot miners who lounge in NPC corps away from keyboard all day. Mining in null requires constant attention and care, especially if you are ninja prospect/venture mining in the face of red campers. We work for our money, and creating such an autonomous structure reduces null sec mining to the level point and click PI.
Don't get me wrong, I like my point and click PI. With some training and setup, it is a nice flow of isk; especially where mining can be so difficult at times. PI is available to everyone, however, almost as a secondary aspect to a character. Furthermore, PI requires a minimal amount of training and specialized game play. Yes, large scale PI is an art, but Mining takes a lot more.
I suppose the counter argument is that the platforms are vulnerable, and subject to attack. Still, if they are so flimsy that small gangs can take them down on a whim , I don't really see the point of owning one. I won't go on here about what a platform should be, but please, for the love of EvE, don't make them deployable bot miners.
"It's funny the things you people think are mandatory for us, as if we don't do what we do because it's a hilarious good time in a space video game." - Johnny Marzetti
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Zheng'Yi Sao
DIRTY MONEY INC. Silent Infinity
74
|
Posted - 2015.03.26 01:14:54 -
[101] - Quote
If anything, whatever they do, the heavy hitting mining platforms should require the same level of training as a Rorqual; maybe a Rorqual and anchoring/starbase defense ability. Otherwise, any and every snot nosed greenhorn miner will be dropping the same thing we have trained months for at the expense of a a few anchoring skill points. Think of the potential space junk we are talking about here.
Second, if you want me to park my immovable, multi-billion ISK contraption where it is gonna get blopped anyways, give it some teeth. Maybe cores we have to switch, maybe from industry to bastion or something like that. Shouldn't be able to fight and do industry simultaneously. Yes, a handful of Skiffs have some teeth, but once our drones get blapped down, it's curtains. What do Rorquals have to fight with? Oh, yes: drones. Right now, the only weapon I have is being faster and smarter (oh, and a POS bubble to hide in). It can be fun, but it doesn't get you many kills. If I can ECM, smartbomb, point, web, and generally raise high holy hell if i wanna fight for my turf, I am all for making a stand. I was so involved trying to kill this confessor with my alt last night, I completely failed to notice this toon didn't manage to warp off. That is another matter though...
Come get some.
Since this is stream of consciousnesses style... Imagine how cool a jump capable platform would be? Isn't this essentially what these new Jove structures are? Imagine roaming from system to system, mining as we cyno to our advance force prospects. So much empty space is out there. We could even drop into a red system with our platforms, or into a border system to offload our goods. Keep your SOV, I want your ore. Imagine roaming gangs of nomadic miners going at it with local dreads and carriers, or other mining gangs? Imagine the escalations? Suddenly, all us carebears can fight for our turf. How funny would a mining platform hotdrop be?
(cyno) BAM!!! Angry miners...
RORQUAL PILOTS UNITE!!!
Thukker Tribe eat your heart out.
Come to think of it, the jump/combat capable platform sounds more like a cool Rorqual. That just isnt' allowed...
Fun is secured. Carry on.
"It's funny the things you people think are mandatory for us, as if we don't do what we do because it's a hilarious good time in a space video game." - Johnny Marzetti
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Milla Goodpussy
Federal Navy Academy
210
|
Posted - 2015.03.26 02:17:04 -
[102] - Quote
so all these discussions about these platforms. but zero mention of consideration of the skills required to build what.
ccp you need to come more forth on skills requirements before even moving a step closer.
or are you going to allow everyone to build everything once they reach outpost construction lvl 1??
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Rialen
Gravit Negotii Gentlemen's.Parlor
17
|
Posted - 2015.03.26 04:55:05 -
[103] - Quote
Milla Goodpussy wrote:so all these discussions about these platforms. but zero mention of consideration of the skills required to build what.
ccp you need to come more forth on skills requirements before even moving a step closer.
or are you going to allow everyone to build everything once they reach outpost construction lvl 1??
wouldn't you determine the skills after you actually know what you want to do with this feature? Right now, they don't even know what to do with the structure feature, so I don't see how they can consider what skills is required. |
Milla Goodpussy
Federal Navy Academy
210
|
Posted - 2015.03.26 07:41:19 -
[104] - Quote
Rialen wrote:Milla Goodpussy wrote:so all these discussions about these platforms. but zero mention of consideration of the skills required to build what.
ccp you need to come more forth on skills requirements before even moving a step closer.
or are you going to allow everyone to build everything once they reach outpost construction lvl 1??
wouldn't you determine the skills after you actually know what you want to do with this feature? Right now, they don't even know what to do with the structure feature, so I don't see how they can consider what skills is required.
you should determine the skills required during.
S,M,L, XL.
im sure outpost construction 5 would be for the XL.
but as anchoring skills at lvl 4 pretty much covers everything deployable.. they need to establish what does what at each level of outpost construction. from 1- 5..
and of course it would be even greater they resolve the ME and TE on these skills cause afterall they may or may not even be worthwhile.
they still have yet to explain what they're doing since teams were removed.
lots of industry issues at hand building these structures.
so its a valid question |
Kaarous Aldurald
Glorious Revolutionary Armed Forces of Highsec CODE.
12288
|
Posted - 2015.03.26 07:56:09 -
[105] - Quote
Let people blacklist individual characters from the market hubs, not just whole groups.
At a cost, of course.
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
One of ours, ten of theirs.
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Anthar Thebess
978
|
Posted - 2015.03.26 10:35:12 -
[106] - Quote
Alliance internal market could be nice.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
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Corraidhin Farsaidh
Farsaidh's Freeborn
1030
|
Posted - 2015.03.26 11:39:46 -
[107] - Quote
I created a topic for this idea but it fell stright of the currentlyvery small new posts section on the first page:
I propose an additional structure in the new scheme. The Planetary Colony would have the same fitting screen an options as it's orbital cousins and would replace the existing PI setup with command centres, factories etc. Instead functions such as factories, extractors and storage would be provided via modules with rigs allowing fine tuning of the base for extraction, manufacture etc.
This would allow for the replacement of the existing system with player built structures and also for many of the niggles people have with the current system to be ironed out.
Please note that this is not a proposal to bring links to DUST. This is simply an idea to replace the existing system with one that is standardized in the new structure UI. To summarize:
- Modules would provide Basic, Advanced and High-Tech Production Services. Services available would be listed in a drop down or similar and broken into sub-menus of P1, P2, P3, and P4 schematics.
- Modules would provide Storage increase and launchpad facilities for POCO interaction (Rockey launches would be available as now.
- Modules would provide extractor heads
- Tech I and II modules available, with increased output from schematics for tech II modules (requires level IV or V skill as deemed appropriate.
- One standard storage area with modules providing expanded general storage or higher volume specialized storage for raw materials or processed goods.
- Rigs to improve extractor yields, storage volume, shematics yields an rocket launch yield.
- Possibly a module to allow for smuggling runs (~200 m3 of goods per run), ship must be in (at planetary launch warp-in point) and uncloaked to pick up the drop ship, 30 second launch time. Completely circumvents launch/POCO taxes. Losec/Null/WH only.
- All modules and the Colony hub will be player built. |
Akrasjel Lanate
Naquatech Conglomerate Naquatech Syndicate
1757
|
Posted - 2015.03.26 13:44:53 -
[108] - Quote
Milla Goodpussy wrote:Rialen wrote:Milla Goodpussy wrote:so all these discussions about these platforms. but zero mention of consideration of the skills required to build what.
ccp you need to come more forth on skills requirements before even moving a step closer.
or are you going to allow everyone to build everything once they reach outpost construction lvl 1??
wouldn't you determine the skills after you actually know what you want to do with this feature? Right now, they don't even know what to do with the structure feature, so I don't see how they can consider what skills is required. you should determine the skills required during. S,M,L, XL. im sure outpost construction 5 would be for the XL. but as anchoring skills at lvl 4 pretty much covers everything deployable.. they need to establish what does what at each level of outpost construction. from 1- 5.. and of course it would be even greater they resolve the ME and TE on these skills cause afterall they may or may not even be worthwhile. they still have yet to explain what they're doing since teams were removed. lots of industry issues at hand building these structures. so its a valid question Go see the pictures in that devblog they have skills in them
Akrasjel Lanate
General Director(CEO) of Naquatech Conglomerate
Executor of Naquatech Syndicate
Citizen of Solitude
|
Milla Goodpussy
Federal Navy Academy
210
|
Posted - 2015.03.26 19:02:44 -
[109] - Quote
the skills listed in the examples.. were examples
it list anchoring 3... then all types of hub/office operation skills
what the hell happens to outpost construction 5
just by viewing these pics.. its shows even more "new skills"
which gives even greater impression that folks will have to buy more skill books and train them up.
which opens even more questions as to .. per what level will observatory/admin/advertisement/hub operation provide?
this is a clusterfawk of skills training going by those pics |
Kazaheid Zaknafein
Mara's Hounds
16
|
Posted - 2015.03.27 00:41:22 -
[110] - Quote
It would be cool to have the Drilling Platform generate a variable sized astroid belt containing rocks that have ore based on what its anchored to.
The belt would increase in size based on the platform size Moon goo and raw PI mats could generate as part of the belts, in very small quantities Perhaps allow the fitting of mining lasers into the high-slots allowing the structure to be manned and used to mine its own belt: 8 strip miners sounds op, but it is limited to its own belt as to what it can mine. The belts should be tied to system location and the systems natural ore distribution; no Jaspet in a .9 Minmatar system, and the belt should only regenerate after downtime.
Potential rigs could be fitted that maybe increase the quality of the ore, size of the belt, or size of the individual rocks.
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Galphii
Caldari Provisions Caldari State
303
|
Posted - 2015.03.27 03:25:47 -
[111] - Quote
Just wanted to add the idea that a station like this (or any of them, possibly) could have its own bay for deploying fighters, probably by using one or more high slots of course.
"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.
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Corraidhin Farsaidh
Farsaidh's Freeborn
1033
|
Posted - 2015.03.27 09:54:30 -
[112] - Quote
Kazaheid Zaknafein wrote:It would be cool to have the Drilling Platform generate a variable sized astroid belt containing rocks that have ore based on what its anchored to.
The belt would increase in size based on the platform size Moon goo and raw PI mats could generate as part of the belts, in very small quantities Perhaps allow the fitting of mining lasers into the high-slots allowing the structure to be manned and used to mine its own belt: 8 strip miners sounds op, but it is limited to its own belt as to what it can mine. The belts should be tied to system location and the systems natural ore distribution; no Jaspet in a .9 Minmatar system, and the belt should only regenerate after downtime.
Potential rigs could be fitted that maybe increase the quality of the ore, size of the belt, or size of the individual rocks.
Drilling platforms producing asteroid belts isn't such a bad idea except it would need careful consideration wrt very secure areas of null. Deep inside one of the big allinace homes would allow a huge amount of mining in almost complete safety and if people are using caps/supercaps less now then less will be being destroyed. It could easily lead to a glut in minerals if they aren't being consumed somewhere.
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Corraidhin Farsaidh
Farsaidh's Freeborn
1033
|
Posted - 2015.03.27 10:00:36 -
[113] - Quote
An extension to my idea for using this structure format for PI colonies, perhaps have a militarized version that performs no PI but does provide additonal orbital station defense via orbital defense lasers/cannons. Gives something to throw the orbital bombardment ammo at during attacks too. |
Apollo Amdonen
Holy Amarrian Order of Clarity
0
|
Posted - 2015.03.27 16:50:44 -
[114] - Quote
Here are an issue that needs clarifying. In dev blog it is mentioned that POCO are GÇ£glorified storage containersGÇ¥ well they are far from that. They are tax collection tools, with the ability to move stuff in and out of planet and they do have some storage capability. However they are not very good as they are, they do their job but they could do it so much better. Anyhow they are awesome conflict drivers as they are now. One ball / planet and possession of that ball makes profit possible.
The single tax based on standings is very limiting. Lets say you want to give a folks low tax percentage that is currently tied to +10 standing, then again you don't want to give them blue standing for you corp otherwise. So tax should not be only a standing issue, there should be also other ways to set tax rates for alliances, corps or even down to individual pilots. There should also be ability to have a different tax for taking stuff out from the plant to that of putting goods back in and ability to set the tax based on the tier of PI.
Ex. lets say that PI tax has been set to 5%. That could be ok for someone who is doing Tier 1 or Tier 2 production on single planet and selling those as they are. 5% tax could be quite acceptable. But if you want to do tier 3 or tier 4 production the 5% tax becomes unbearable. If you make Tier one on your main harvesting planets, take that out, and have factory planets to produce those to Tier 3 and finally have hi-tech factory planet for tier 4 stuff you are looking a totally different gross tax percentage. T1 up 5%, TI down to first factory planet another 5% take stuff up again 5% stuff it to high tech planet and take up again another 10%. Even if you just would do from T1 to T4 in single planet that TAX rate would just be outrageous with 5% tax. So in economic matter more simple is not always better.
Other way would be ability to get some tax kickbacks etc. for producing higher tier stuff, but that system could be more complicated and maybe open for exploits.
Good, clear but powerful interface would be needed for setting the tax rates.
Also currently you don't know what pocos tax rate you are adjusting if you are it is done from out of system.
What is really the view on POCOs? Dev blog does not say much about them.
Apollo
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Mike Azariah
The Scope Gallente Federation
2698
|
Posted - 2015.03.27 17:19:50 -
[115] - Quote
Milla Goodpussy wrote:the skills listed in the examples.. were examples
it list anchoring 3... then all types of hub/office operation skills
what the hell happens to outpost construction 5
just by viewing these pics.. its shows even more "new skills"
which gives even greater impression that folks will have to buy more skill books and train them up.
which opens even more questions as to .. per what level will observatory/admin/advertisement/hub operation provide?
this is a clusterfawk of skills training going by those pics
I agree that the images did not give the final choices for all the skills, but then early stages, what do you expect?
IF they follow past patterns of play then I think it would make sense that the bigger/better the build the more skill you will need in that specific task.
I wonder if there will be enough skills for there to be people who train and become the 'architect wing' of a fleet. The ones who set things up because the others cannot be bothered. Kind of like the fools who go all the way through and train FC V. I, for one, would like that. So that is what I will encourage in discussions.
m
Mike Azariah Gö¼GöÇGöÇGö¼n++ ¯|(pâä)/¯
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Corraidhin Farsaidh
Farsaidh's Freeborn
1037
|
Posted - 2015.03.27 21:31:22 -
[116] - Quote
Mike Azariah wrote:...
I wonder if there will be enough skills for there to be people who train and become the 'architect wing' of a fleet. The ones who set things up because the others cannot be bothered. Kind of like the fools who go all the way through and train FC V. I, for one, would like that. So that is what I will encourage in discussions.
m
I'd buy that for a dollar... |
Sarah Eginald
Git-R-Done Logistics Git-R-Done Inc
0
|
Posted - 2015.03.27 21:56:24 -
[117] - Quote
Taking about skills
Maybe do the same thing they did to anchoring skills is you need 1 of the structure to anchor it but each level gives you a bonus.
If you anchor a drilling platform and you have drilling platform anchoring 5 you get 25% reduction in fuel used by structure.
I think though 1 single structure type that is modified by rigs and service modules would be more productive. Since people could build there own structure for use by them. Weather they want trad, drilling platform, or research assembly platform. |
Flamespar
warravens
1314
|
Posted - 2015.03.28 01:31:16 -
[118] - Quote
Personally I think that certain kinds of illegal products should only be tradable in player owned market hubs, things like boosters or some new stuff
EVE Chronicle: An audio drama set in the EVE universe
http://evechronicle.blogspot.com.au/
https://twitter.com/Flamespar
|
Milla Goodpussy
Federal Navy Academy
210
|
Posted - 2015.03.28 06:48:38 -
[119] - Quote
Mike Azariah wrote:Milla Goodpussy wrote:the skills listed in the examples.. were examples
it list anchoring 3... then all types of hub/office operation skills
what the hell happens to outpost construction 5
just by viewing these pics.. its shows even more "new skills"
which gives even greater impression that folks will have to buy more skill books and train them up.
which opens even more questions as to .. per what level will observatory/admin/advertisement/hub operation provide?
this is a clusterfawk of skills training going by those pics I agree that the images did not give the final choices for all the skills, but then early stages, what do you expect? IF they follow past patterns of play then I think it would make sense that the bigger/better the build the more skill you will need in that specific task. I wonder if there will be enough skills for there to be people who train and become the 'architect wing' of a fleet. The ones who set things up because the others cannot be bothered. Kind of like the fools who go all the way through and train FC V. I, for one, would like that. So that is what I will encourage in discussions. m
then mike, I suggest you and CSM get on the job and discuss this skills training and the requirements this guys is dreaming up, cause according to their TBD/TBA phase transitions. Once we get to the part of the starbase removal..
wouldn't that mean certain players would need the highest skill trained in order to build the starbase structure where everyone will keep their inventory and dock? what happens to all our items/ships in the station that's being removed and the builder hasn't had enough time to not only gather the mineral requirements, but also the skill to set the "new egg",
are they just planning on removing the station and saying HTFU get to building the new one or something else?
I know this is far down the road (crossing fingers).. but what is the plan about skills requirement? |
Ekaterina 'Ghetto' Thurn
Department 10
226
|
Posted - 2015.03.28 11:09:25 -
[120] - Quote
Flamespar wrote:Personally I think that certain kinds of illegal products should only be tradable in player owned market hubs, things like boosters or some new stuff
You would still have to get the drugs to the station without being caught by customs authorities. So what we actually need is either a new ship type with specific role bonuses to enable customs evasion OR a new skill set to maybe give a 'roll of the dice' chance based system that customs ships will not detain you. I believe you can trade in boosters or other 'illegal' products in stations or via the contracts system already.
" They're gonna feel pretty stupid when they find out. "-áRick.
" Find out what ? "-áAbraham.
" They're screwing with the wrong people. "-áRick.
Season four.-á-á ' The Walking Dead. ' .
|
|
Ekaterina 'Ghetto' Thurn
Department 10
226
|
Posted - 2015.03.28 11:23:08 -
[121] - Quote
Corraidhin Farsaidh wrote:Kazaheid Zaknafein wrote:It would be cool to have the Drilling Platform generate a variable sized astroid belt containing rocks that have ore based on what its anchored to.
The belt would increase in size based on the platform size Moon goo and raw PI mats could generate as part of the belts, in very small quantities Perhaps allow the fitting of mining lasers into the high-slots allowing the structure to be manned and used to mine its own belt: 8 strip miners sounds op, but it is limited to its own belt as to what it can mine. The belts should be tied to system location and the systems natural ore distribution; no Jaspet in a .9 Minmatar system, and the belt should only regenerate after downtime.
Potential rigs could be fitted that maybe increase the quality of the ore, size of the belt, or size of the individual rocks.
Drilling platforms producing asteroid belts isn't such a bad idea except it would need careful consideration wrt very secure areas of null. Deep inside one of the big allinace homes would allow a huge amount of mining in almost complete safety and if people are using caps/supercaps less now then less will be being destroyed. It could easily lead to a glut in minerals if they aren't being consumed somewhere.
Not a good idea. It would be far better for the drilling platform module to be separate from any POS or outpost infrastructure and be a separate module. You would have to keep an eye out for the large rock deposits spawning either in standard asteroid belts and/or in the mining anomalies. Then the drilling platform would have to be transported to the large rock deposit and anchored to it. We could maybe have an additional skillset to anchor and use these new drilling platforms proficiently . I'm starting to get excited now. These drilling platforms would be like POCO & mobile depot and would be attackable only under wardec conditions with a reinforcement timer. Obviously they could only be anchored by members of player run corporations.
We definitely don't want another passive/AFK revenue stream added to the economy and especially not to the 'blue donut'.
" They're gonna feel pretty stupid when they find out. "-áRick.
" Find out what ? "-áAbraham.
" They're screwing with the wrong people. "-áRick.
Season four.-á-á ' The Walking Dead. ' .
|
Ekaterina 'Ghetto' Thurn
Department 10
226
|
Posted - 2015.03.28 11:32:07 -
[122] - Quote
Kazaheid Zaknafein wrote:It would be cool to have the Drilling Platform generate a variable sized astroid belt containing rocks that have ore based on what its anchored to.
The belt would increase in size based on the platform size Moon goo and raw PI mats could generate as part of the belts, in very small quantities Perhaps allow the fitting of mining lasers into the high-slots allowing the structure to be manned and used to mine its own belt: 8 strip miners sounds op, but it is limited to its own belt as to what it can mine. The belts should be tied to system location and the systems natural ore distribution; no Jaspet in a .9 Minmatar system, and the belt should only regenerate after downtime.
Potential rigs could be fitted that maybe increase the quality of the ore, size of the belt, or size of the individual rocks.
Wouldn't be a good idea for a mining platform to be able to mine small/ordinary rocks in a standard asteroid belt or anomaly. The drilling platform should be anchored to the specific new large deposit and only be able to mine that deposit. I would suggest it would have to be actively controlled/piloted by a capsuleer as well like a mining vessel. Otherwise it wouldn't function. I don't think we really want a 'mini-game' added to the process like exploration is currently but it does have to be active. Preferably a new usage skillset would be required as well.
" They're gonna feel pretty stupid when they find out. "-áRick.
" Find out what ? "-áAbraham.
" They're screwing with the wrong people. "-áRick.
Season four.-á-á ' The Walking Dead. ' .
|
Ekaterina 'Ghetto' Thurn
Department 10
226
|
Posted - 2015.03.28 11:41:07 -
[123] - Quote
Masao Kurata wrote:If you do (and I don't think you should, logistics guys need appreciation) introduce npc hauling, it needs to be less safe than player hauling in ALL space. This means in highsec, interbus haulers need to be freely attackable to a degree that nobody would use them for high to high transport. I don't want to suicide gank NPCs. Nobody wants to suicide gank NPCs. Suicide ganking is honestly a very rare thing already, although the noise made about it is quite loud. Honestly though this idea just seems bad.
The problem you say you're trying to address is fitting ships in null. Honestly this seems like a problem players should be fixing. If people are having trouble with this that there's a market but nobody's supplying it, you need to look at why (probably mostly docking rights).
Regarding the NPC convoys idea I doubt attacking them and taking the cargo would be set as a concordable offence. More likely is that you would receive 'suspect' status so anyone else could then attack you freely. More conflict drivers.......
" They're gonna feel pretty stupid when they find out. "-áRick.
" Find out what ? "-áAbraham.
" They're screwing with the wrong people. "-áRick.
Season four.-á-á ' The Walking Dead. ' .
|
Ekaterina 'Ghetto' Thurn
Department 10
226
|
Posted - 2015.03.28 11:46:10 -
[124] - Quote
Zappity wrote:I posted this in one of the other threads but realised it was in the wrong place. dev blog wrote:Finally, we are considering adding Interbus Shipping abilities, which could reduce logistic hassle for small volume of items to fit a ship, but at a specific cost: a NPC convoy would spawn and manually move to the destination, being highly susceptible to disruption from other player groups. I strongly object to this. What is the game design objective here? There are already active courier groups in the game so why would you try and take this away from players and give it to NPCs? Logistics should be difficult and player-solved. It adds a lot of realism and depth. NPC roles reduce both realism and depth.
I think, or I got the impression, it is going to be really small scale in that you might 'order' one or a small number of modules as they weren't available at your current location maybe. I don't think CCP want to take jobs away from haulage companies or small haulers. I think more than anything it is adding another conflict driver & more risk. EVE is essentially about ships being blown up and this pours a little more petrol on the fire.
" They're gonna feel pretty stupid when they find out. "-áRick.
" Find out what ? "-áAbraham.
" They're screwing with the wrong people. "-áRick.
Season four.-á-á ' The Walking Dead. ' .
|
Ekaterina 'Ghetto' Thurn
Department 10
226
|
Posted - 2015.03.28 11:51:52 -
[125] - Quote
Planetary Interaction is a good system and is not really truly passive as it takes quite a bit of time to set up and complete the processes - for me anyway . But the number of nullsec people asking for drilling platforms to become another actual 'passive' income stream for large nullsec entities is extremely worrying. Lets hope the CSM, which GSF has a larger hold on this year, does not push for what nullsec communities/leadership desire on the issue of drilling platforms.
" They're gonna feel pretty stupid when they find out. "-áRick.
" Find out what ? "-áAbraham.
" They're screwing with the wrong people. "-áRick.
Season four.-á-á ' The Walking Dead. ' .
|
Corraidhin Farsaidh
Farsaidh's Freeborn
1037
|
Posted - 2015.03.28 13:59:23 -
[126] - Quote
Ekaterina 'Ghetto' Thurn wrote:Corraidhin Farsaidh wrote:Kazaheid Zaknafein wrote:It would be cool to have the Drilling Platform generate a variable sized astroid belt containing rocks that have ore based on what its anchored to.
The belt would increase in size based on the platform size Moon goo and raw PI mats could generate as part of the belts, in very small quantities Perhaps allow the fitting of mining lasers into the high-slots allowing the structure to be manned and used to mine its own belt: 8 strip miners sounds op, but it is limited to its own belt as to what it can mine. The belts should be tied to system location and the systems natural ore distribution; no Jaspet in a .9 Minmatar system, and the belt should only regenerate after downtime.
Potential rigs could be fitted that maybe increase the quality of the ore, size of the belt, or size of the individual rocks.
Drilling platforms producing asteroid belts isn't such a bad idea except it would need careful consideration wrt very secure areas of null. Deep inside one of the big allinace homes would allow a huge amount of mining in almost complete safety and if people are using caps/supercaps less now then less will be being destroyed. It could easily lead to a glut in minerals if they aren't being consumed somewhere. Not a good idea. It would be far better for the drilling platform module to be separate from any POS or outpost infrastructure and be a separate module. You would have to keep an eye out for the large rock deposits spawning either in standard asteroid belts and/or in the mining anomalies. Then the drilling platform would have to be transported to the large rock deposit and anchored to it. We could maybe have an additional skillset to anchor and use these new drilling platforms proficiently . I'm starting to get excited now. These drilling platforms would be like POCO & mobile depot and would be attackable only under wardec conditions with a reinforcement timer. Obviously they could only be anchored by members of player run corporations. We definitely don't want another passive/AFK revenue stream added to the economy and especially not to the 'blue donut'.
That's my key concern, anything that becomes another easy passive income is bad in my opinion. A platfomr that gives decent bonuses to mining and has a compression aray built in would be fine especially if it leaves all the high slots free for defenses. A platform that just sits there and eats up belts with no effort at all would be awful. |
Corraidhin Farsaidh
Farsaidh's Freeborn
1037
|
Posted - 2015.03.28 14:02:10 -
[127] - Quote
Ekaterina 'Ghetto' Thurn wrote:Planetary Interaction is a good system and is not really truly passive as it takes quite a bit of time to set up and complete the processes - for me anyway . But the number of nullsec people asking for drilling platforms to become another actual 'passive' income stream for large nullsec entities is extremely worrying. Lets hope the CSM, which GSF has a larger hold on this year, does not push for what nullsec communities/leadership desire on the issue of drilling platforms.
Agreed that PI should stay as is, just replace the current RSI inducing system with a structure following the new system. Turning wither mining or PI into 'Place structure, reap isk' would only benefit those in the most secure null areas and only harm the newer players with much smaller setups in hi and losec, the very players it is supposed to help to generate isk to progress in game. |
Hafwolf
StarHunt Mordus Angels
6
|
Posted - 2015.03.28 17:31:32 -
[128] - Quote
In the dev blog ccp says trade/office hubs "will also take over the role of Customs Offices"
So does this mean for every custom office that players own they have to have a office hub around every planet.
To me this phrase says that all poco's will have to be changed to the new trade/office hub structure.
Basically all systems will have multiple trade/office hubs in place of the current poco system. |
Oxide Ammar
197
|
Posted - 2015.03.29 06:05:01 -
[129] - Quote
I have some questions about the market hub:
- What happens when I put a public market hub then people start to list their goods there, what stops me from unanchor it and steal all market goods to myself ?
- what happens to the goods if that market got destroyed? will be any automated alert e-mail sent to everyone participated in this market if the market is under attack ?
- Are these market hubs have any defense systems or capable to return fire to whoever attacking it ?
- If I set a market hub to public use does it appears to everyone in overview like planet or station with name I chose for ? does it only appear on overview to whoever authorized to use (alliance, Corp or myself) ?
- We will be able to equip market hubs with turrets and drones like the new POSes ?
- Is it possible to modify the cargo space of the market ( L size) by cargo expanders like what you introduced at the start of your presentation ?
Lady Areola Fappington: -áSolo PVP isn't dead!-á You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2400
|
Posted - 2015.03.29 17:30:30 -
[130] - 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 We should be able to hire DUST Marines to solve this.
A Caldari is just a Gallente who begged to have their civil liberties taken away.
|
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Corraidhin Farsaidh
Farsaidh's Freeborn
1041
|
Posted - 2015.03.29 20:22:05 -
[131] - Quote
Reaver Glitterstim wrote: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 We should be able to hire DUST Marines to solve this.
And then the big alliances can just effectively buy the best null and losec planets by throwing enough marines at them. Maybe that's fine for null but I'd still say no. If you don't want someone on the planet you can catch them making pick-ups or use enough people to put extractors down around their base and make it worhtless to them.
These are civilian structures so at least in hisec and losec they would have CONCORD or faction protection. Making the planets in losec useless to anyone but the most powerful would discourage those who are currently willing to run into losec. Less pilots in space is only ever a bad thing
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Destiny Dain2
Your Destiny Corporation
0
|
Posted - 2015.03.29 22:37:12 -
[132] - Quote
I really loved the idea about changing the security level of a system with concord assistance and will come heavily in play with setting up a trade system populated with public trading outposts. |
Alavaria Fera
GoonWaffe
6678
|
Posted - 2015.03.30 02:16:49 -
[133] - Quote
Destiny Dain2 wrote:I really loved the idea about changing the security level of a system with concord assistance and will come heavily in play with setting up a trade system populated with public trading outposts. Yeah more concord, that's the ticket.
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers.
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Soldarius
Kosher Nostra The 99 Percent
1212
|
Posted - 2015.03.30 17:11:21 -
[134] - Quote
Oxide Ammar wrote:I have some questions about the market hub:
- What happens when I put a public market hub then people start to list their goods there, what stops me from unanchor it and steal all market goods to myself ?
- what happens to the goods if that market got destroyed? will be any automated alert e-mail sent to everyone participated in this market if the market is under attack ?
- Are these market hubs have any defense systems or capable to return fire to whoever attacking it ?
- If I set a market hub to public use does it appears to everyone in overview like planet or station with name I chose for ? does it only appear on overview to whoever authorized to use (alliance, Corp or myself) ?
- We will be able to equip market hubs with turrets and drones like the new POSes ?
- Is it possible to modify the cargo space of the market ( L size) by cargo expanders like what you introduced at the start of your presentation ?
The first two points are the critical ones.
Anything that can be unanchored is a huge risk. As such I think only personal or corp market depots should be unanchorable.
For public use structures, these really should be very difficult to steal or destroy. Otherwise they will be mercilessly hazed and abused.
http://youtu.be/YVkUvmDQ3HY
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Neo Slave
Republic Military School Minmatar Republic
0
|
Posted - 2015.03.30 23:00:09 -
[135] - Quote
If you allow these structures to be disrupted but a frigate costing 1 million ISK there seems to be a huge imbalance in risk/reward there. The HP amount in POSes, POCOs, etc. requires an aggressor to commit a certain amount RISK (which can be explained as a relationship between isk value of ship and time spent reinforcing).
I can drop dreads and clear a tower in 5 mins, or send a fleet of ishtars to grind for an hour.
If entosis modules on a frigate are used to "reinforce" these structures and disrupt reaction, manufacturing, or mining that could cost an industrialist to lose significantly more than the value of the ship griefing him the system will force industry away from null sec, unless the benefits to using null are significant.
Hence the griefer/aggressor should need to commit an amount of "RISK" in order to reinforce an item using an enotsis module. This will give some balance in terms of what a bored atron pilot can do with 6 free hours.
Of course balancing the equation with the right ratios of time and isk is the key to making a system like this work.
A countermeasure can be that the processes of that structure continue to operate while reinforced so industry is not impacted as much.
Otherwise null industry will not flourish, and reactions for T2 items will not be as inefficient and drive prices up.
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Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS X
218
|
Posted - 2015.03.31 03:36:06 -
[136] - Quote
As far as rigs go you will need different rigs for null, low, and high sec. The cost should reflect the benefit. If you simply make the rigs adapt to where the structure is then my highsec Corp pays 20b because the rigs on board are worth that to a 5000 man nullsec cartel. To highsec corporations the same rig might only be worth it at a max cost of 5b or less.
Yawn,-á I'm right as usual. The predictability kinda gets boring really.
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Ekaterina 'Ghetto' Thurn
Department 10
226
|
Posted - 2015.03.31 12:12:33 -
[137] - Quote
Maldiro Selkurk wrote:As far as rigs go you will need different rigs for null, low, and high sec. The cost should reflect the benefit. If you simply make the rigs adapt to where the structure is then my highsec Corp pays 20b because the rigs on board are worth that to a 5000 man nullsec cartel. To highsec corporations the same rig might only be worth it at a max cost of 5b or less.
5 Billion sounds an awful lot for a POS rig in high sec especially if you unanchor the POS and the rig/s are destroyed. Would probably have to be in the tens of millions at most ie similar to ship rig prices.
" They're gonna feel pretty stupid when they find out. "-áRick.
" Find out what ? "-áAbraham.
" They're screwing with the wrong people. "-áRick.
Season four.-á-á ' The Walking Dead. ' .
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Fandoragon Lunarsy
Nazca Industries
0
|
Posted - 2015.03.31 16:33:57 -
[138] - Quote
Just My two cents on the mining rig and new uses for Rourqal. Make the new mining (platform or rig) be a module similar to the industrial core now, where the Rourq will deploy the mining rig. allow the ship to then make use of strip miners in the high slots, and maybe only one booster module.
How ever for me to feel comfortable parking a 3bil isk ship in a belt, on a moon, or in a Ice anom, we would need to see some changes to defense. I would like to see it able to deploy more drone's, It is in fact a capital ship, no need for fighter drones but just boost the Drone bandwidth, enough for say 10 sentry's, 7 or 8 heavy's.
Possible changes to the resistance's while having the mining array deployed so that you can survive a good size gank fleet until help arrives, but when is is not deployed or active you have less drone bandwidth and less resistance, so as to make it less likely that the ship could or would be used in pvp situations.
It would still make use of the ship and the skills that pilots already have, all that would need to be changed is the module's and the way they operate.
This also ties in with keeping a pilot involved in the mining or ore collection process, and making the ship into something of a piloted structure. A smaller version of this could be adapted for the orca and High Sec operations.
You could also tie in the mooring idea and have barge's, exhumers, and mining frigates be able to moor with the rig to receive the mining boost that they get now from mining boost module's that are already in game.
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Webster Carr
Aliastra Gallente Federation
3
|
Posted - 2015.03.31 18:06:30 -
[139] - Quote
After watching the Structures presentation on you-tube I have to say I was really impressed.
https://www.youtube.com/watch?v=Hen92QFrDUo&list=PLQvKSs1k6DLOiGGb44McruXcndTtzUUlu&index=36
http://community.eveonline.com/news/dev-blogs/back-into-the-structure/
I especially liked the idea for streamlining the deployment, operation, and configuring of structures. You fit the structure like a ship and deploy into space. A structure has service slots, these determine what type of services the structure can offer, assembly array, reprocessing, etc. (With certain structures getting bonuses to certain services.) Fuel is consumed by use of it's services not by just existing. Nice, intuitive, and understandable game play.
Quote:
D. Drilling platforms
Focused on resource harvesting as a whole.
Service module possibilities: Reprocessing, moon harvesting, reactions, mining, gas harvesting. We also are considering new harvesting gameplay mechanics. We could for instance have pollution gas clouds form around drilling structures that see high activity, or seed small planetoids in specific asteroid belts and scanable sites which require a drilling platform to break it down in smaller harvestable rocks. Rigs possibilities: Anything that improves reprocessing, moon harvesting, reaction, tractor beam range effectiveness.
This part of the Dev Blog Sparked an idea: Why not allow the Rorqual some Service slots and bonuses similar to a Drilling platform, essentially turning it into a mobile Drilling Platform. (It would be immobile when deployed but possibly use the same 'reinforcement' mechanics as structures giving a reason to park a several billion isk ship in an asteroid belt.)
This idea of containing structure slots could be extended to other capital ships as well. (Anyone ever read the Star Wars novels with the smuggler Booster Terrik who captured an imperial star destroyer and turned it into a mobile smuggler's marketplace?)
Just an Idea, Web |
Lurifax
Common Sense Ltd Nulli Secunda
23
|
Posted - 2015.04.01 09:20:45 -
[140] - Quote
The idea about having the platform having a drill that can be activated to spawn rocks that then have to be mined sounds nice.
Would be a way to get rid of the passive moon poo income. |
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Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS X
218
|
Posted - 2015.04.01 18:25:00 -
[141] - Quote
Ekaterina 'Ghetto' Thurn wrote:Maldiro Selkurk wrote:As far as rigs go you will need different rigs for null, low, and high sec. The cost should reflect the benefit. If you simply make the rigs adapt to where the structure is then my highsec Corp pays 20b because the rigs on board are worth that to a 5000 man nullsec cartel. To highsec corporations the same rig might only be worth it at a max cost of 5b or less. 5 Billion sounds an awful lot for a POS rig in high sec especially if you unanchor the POS and the rig/s are destroyed. Would probably have to be in the tens of millions at most ie similar to ship rig prices.
You apparently missed the actual point.
Yawn,-á I'm right as usual. The predictability kinda gets boring really.
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Aodan OfClanBrien
The Industry Of Strength
0
|
Posted - 2015.04.01 22:03:53 -
[142] - Quote
Regarding this drilling platform idea
My suggestion: First requirement : that it interfaces with the current planetary interaction interface system of looking at the planets surface and get moon mining be included onto the same.Also moon goo to be added to whs.
Purpose: the drill platform is for mining raw pi materials, moon goo (and maybe the really large astroids such as those found in wormholes).
Versions: The small and medium versions would be mobile deployables structures, Repurpose the roqual as "the large version" (as the roqual is a capital ship in need of some love)".
Include new modules for refining the raw material onboard the ship.
A small version (mobile deployable) of the drilling platform should be added for moon mining in wormholes, this would encourage solo players into wormholes to do some private moon mining.
A medium version would have a large yield but would require an industrial for transportation, making it a good fleet activity for crusiers and battleships to defend it, for low sec and C4 to C6 wormhole moon mining.
And the big daddy of the platforms (XL) (requiring a freighter or jump freighter for transport ) would be for Null sec.
Pro:This interaction would enable a pilot to distrupt another's player's Pi or moon goo activities using the small or medium version by raiding the resourses near the facilities on the planets surface.It would allow new emergent gameplay with moon mining in a wh and the possible interception of industrials transporting platforms.Prevents the possible "fencing in" of resourses as mentioned in other posts, and improves accessibility for small levels of moon goo mining. Cons: i had sit in a station docked up to write this. |
Rialen
Gravit Negotii Gentlemen's.Parlor
17
|
Posted - 2015.04.02 00:19:41 -
[143] - Quote
Aodan OfClanBrien wrote:Regarding this drilling platform idea
A small version (mobile deployable) of the drilling platform should be added for moon mining in wormholes, this would encourage solo players into wormholes to do some private moon mining.
Getting a bit off topic but... Are you suggesting that we make moon goo (which is a T2 resource primarily found in low/null only) available in wormhole?
Current setup is that T2 is low/null resources and t3 mats is wh resources.
If you are suggesting that moon goo mining be available in wh, then t3 mats should also be made available in low/null.
Otherwise, I am against moon mining in w-space. You can have drilling platforms, just not the moon mining side of things. |
The Hamilton
Sebiestor Tribe Minmatar Republic
98
|
Posted - 2015.04.02 07:02:24 -
[144] - Quote
Aodan OfClanBrien wrote:Regarding this drilling platform idea
My suggestion: First requirement : that it interfaces with the current planetary interaction interface system of looking at the planets surface and get moon mining be included onto the same.Also moon goo to be added to whs.
Purpose: the drill platform is for mining raw pi materials, moon goo (and maybe the really large astroids such as those found in wormholes).
Versions: The small and medium versions would be mobile deployables structures, Repurpose the roqual as "the large version" (as the roqual is a capital ship in need of some love)".
Include new modules for refining the raw material onboard the ship.
A small version (mobile deployable) of the drilling platform should be added for moon mining in wormholes, this would encourage solo players into wormholes to do some private moon mining.
A medium version would have a large yield but would require an industrial for transportation, making it a good fleet activity for crusiers and battleships to defend it, for low sec and C4 to C6 wormhole moon mining.
And the big daddy of the platforms (XL) (requiring a freighter or jump freighter for transport ) would be for Null sec.
Pro:This interaction would enable a pilot to distrupt another's player's Pi or moon goo activities using the small or medium version by raiding the resourses near the facilities on the planets surface.It would allow new emergent gameplay with moon mining in a wh and the possible interception of industrials transporting platforms.Prevents the possible "fencing in" of resourses as mentioned in other posts, and improves accessibility for small levels of moon goo mining. Cons: i had sit in a station docked up to write this.
Can't say I'm a fan of moon mining in wormholes as a resident of them. Wormholes should in no way be self-sufficient and anything that adds to that from the new structures is to the detriment of the wild west danger that exists from living in wormholes. Null is fine as they are trying to make them self-sufficient and that has been a goal for a while now. As long as miners can dock, then re-ship you could see a rise in fights being brought. Especially if the attacker only has to entosis and take all the goods out to win. |
The Hamilton
Sebiestor Tribe Minmatar Republic
98
|
Posted - 2015.04.02 07:13:38 -
[145] - Quote
Is it just me, or does the market hub seem a bit too much "everything else rolled into one"?
Clones, repairs, insurance, agents, storage, character customization, offices. I kinda feel like repair should go in the assembly array and agents and offices in the administration hub, clones in the research lab. Doing this will break down the things you can do in a single station and require players to travel through space "what!" to do the things they require. |
Liafcipe9000
Critically Preposterous
34096
|
Posted - 2015.04.02 11:25:46 -
[146] - Quote
The Hamilton wrote:Is it just me, or does the market hub seem a bit too much "everything else rolled into one"?
Clones, repairs, insurance, agents, storage, character customization, offices. I kinda feel like repair should go in the assembly array and agents and offices in the administration hub, clones in the research lab. Doing this will break down the things you can do in a single station and require players to travel through space "what!" to do the things they require. arguments can be made for either way, but it seems to me that the market hub's concept, at least for now, is for it to be the main center of attention.
Critically Preposterous is recruiting! Join the fight!
I am a cat.
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Sarah Eginald
Git-R-Done Logistics Git-R-Done Inc
0
|
Posted - 2015.04.02 15:49:10 -
[147] - Quote
I got an idea that would help players have a passive income on the new structures.
Take the Drilling rig instead of setting it up just for personal use you can set it up for public use the player can set a use tax on all slots.
So if a player needs to compress ore or reprocess ore they can pay a tax to the owner of the platform either player, corp or alliance for using there facility. If I have a low enough tax more people will use my facilities more isk i make. Also this creates content in high sec as well with competition since if I someone competing with me they can wardec or hire mercs to wardec me to get rid of my platform. I can do the same. On the drilling platform the person using the service can decide to pay taxes by either ore, minerals, or isk.
Also the same thing can be done with the trade hubs instead of npc tax there can be a player tax. Market people will go to where the items are but they will also look for the best profit for trading if I have lower taxes for trading then npc stations i might make a lot of players use my structure to make more profit. All the while I make profit off of the taxes of the market transactions.
The taxes can be added to the assemble and research structures as well. |
Aodan OfClanBrien
The Industry Of Strength
0
|
Posted - 2015.04.02 15:54:10 -
[148] - Quote
To Rialen: yes thats excatly what im suggesting, just as pi yield is awfull in high sec have 'drill platform moon mining' produce a low yield in wormholes. In the current system the large alliance blocs hold all the decent moons and you either buy off the market or join one the blocs and rent space set up a tower etc etc and all that diplomacy well...., its slow, time consuming and sucks........... as a way to play I would rather ninja moon mine in wormhole space than rent in sov and be treated like **** as 'renters' currently are by the alliances holding the sovernity.
Wormhole space is the best space and this would make it even better, the thrill of ninja mining gas is awesome think what ir would be like for moon goo too |
Blastil
Aideron Robotics
116
|
Posted - 2015.04.02 18:29:59 -
[149] - Quote
I would like to see this as a chance to revise the moon mining mechanic from a setup once, touch never, print ISK mechanic to a PI-like mechanic, requiring some pilot to log in every few days to manage the mining operation.
If this were the case, I'd also be OK with this being a way to passively generate some mining materials as well (automining) at a rate much slower than normal mining operations, and limited to mining one asteroid at a time, so you only get one type of ore. (IE you have to select a veldspar rock to mine, and the result of mining a veldspar rock for 24 hours would be like 50% of what it would have been if you had mined that rock directly.) |
Quintessen
Messengers of Judah
490
|
Posted - 2015.04.02 20:47:51 -
[150] - Quote
A neat idea would be for mining platforms to tractor beam in large asteroids every once in awhile (on a timer). After acquiring it, it would start to break it apart and from there you could mine the pieces.
Though perhaps, when "piloted" it could mine itself. We could equip strip miners to it or super strip miners and mine the resulting asteroids. |
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Slykar
Weltenschmiede
5
|
Posted - 2015.04.03 08:06:54 -
[151] - Quote
Hello CCP, you said nothing in ur post and everyone says what he expect from the few informations. its very funny.
i will do that too!
Market Hubs - focus on trade - office - player to player cloning service - ship insurance - character customization services
Rents, rents, rents and more rents.
Drilling Platforms - focus on resource harvesting - mainly with reprocessing - moon harvesting - reactions - mining - gas harvesting - or new harvesting mechanics.
I dont like the "platform" in the name.
reprocessing, reactions dont need a riod be at. but ok. if we get drilling platforms my next question is; can we pick them up again? there is a totaly diffrent between a temporary material income and an income like our moon harvesting at the moment.
moon harvesting should be reworked that we have to scan them to see how much and which material is in and after that the moon gets nothing worth. a few months later we can harvest it again with totaly diffrent materials in it. eve is a sandbox so everything static should be eliminated. explorers have to explore moons and not to google them. so the games becomes more dynamic and the big alliance can still have them, they just need to organize moon-scanner-fleets
mining. mining should be a seprate product of moon harvesting. moons could become minerals too.
otherwise a roid drilling platform that spawns harvestable roids like u said before. sounds good. it should be control able. in high sec i dont like to spent money for that and other ppl mine my spawnd roids
gas harvesting. again a possible side-product of moon harvesting. ok.. moon harvesting isnt realy needed. we can change that to - BIG ROID Mining. there is no realy diffrence.
So i think there is only 1 thing
a roid with diffrent size and moon should be the biggst one. (moons also get temporary materials, cus the are static) and after we put a drilling platform on a "roid" it spawns roids, gas and collect moon materials. maybe gas and mining materials too. ur choice.
empty
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Alavaria Fera
GoonWaffe
6680
|
Posted - 2015.04.03 10:23:30 -
[152] - Quote
Slykar wrote:so the games becomes more dynamic and the big alliance can still have them, they just need to organize moon-scanner-fleets heh heh...
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers.
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Vulfen
Snuff Box Snuffed Out
174
|
Posted - 2015.04.03 11:10:57 -
[153] - Quote
I like the idea of the harvesting platforms as i think it will mean more low/null mining is completed if it can be done in a "AFK" style however im wondering if CCP has thought about the loss of revenue this may cause them.
A couple of days ago i was roaming null and came across a 35 man mining gang. now i'm pretty sure this was a botter though i can do nothing to prove that. But either way this is 35 accounts subbed to mine minerals, if we can do it automatically via platforms i think there would be a large reduction in these mass groups and this would then affect CCP's income.
The Fitting window would be interesting for some of these structures aswell, surely you cannot have everything on them, which means people will have to make choices just like they do on current ships.
Also have CCP given thought as to how these structures will be able to be placed in proximity to each other? for example the 2 mentioned structures here would be nice if they can be anchored together or near each other due to their relation. But also because grouping a small number of structures together allows for the defensive systems to assist each other. |
Elfi Wolfe
University of Caille Gallente Federation
78
|
Posted - 2015.04.03 15:11:06 -
[154] - Quote
I thought the Mining Platform would just break up Large unmineable asteroids so that then the miner could then mining the mineable smaller asteroids?
And then you can just haul the ore to the mining platform and refine it right there.
Add in service slots for better yields and then you do not need an orca for boost.
Can end up with a mining platform permanently emplaced at each of the asteroid fields in a system. After the mining is over a freighter or transport comes by the mining platform and takes the minerals to an assembly platform.
"Please point to the place on the doll where the carebear touched you."
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Sarah Eginald
Git-R-Done Logistics Git-R-Done Inc
0
|
Posted - 2015.04.03 15:57:54 -
[155] - Quote
I like the idea of the drilling platform attracting bigger rocks to itself and then being able to break them up. However I don't think the breaking should be passive. I think you should have to log in and tell it to start breaking asteroids.
I like the idea of changing moon mining with this to a more active role. Make moon mining available in all sec status.
To make null sec or low sec moons more coveted make them have more materials. Maybe have the moons have lots of different materials instead of 1 or 2. But make the rarer materials harder to get or take longer . Say a high sec moon has hafnium it would harvest at 1/4 the speed of a null sec moon. so if you need 100 units an hour to to your reaction it takes you 4 hours to get enough. Something like atmospheric gasses you would get a 50 and hour maybe in null you would get 200 an hour. Also multiple platforms around moons and have it mine for so many hours then stop mining. Each moon only gives out so many units of one material per hour if 2 miners are mining the same thing they each get half. Because you might make more isk mining a less rare material and getting more per hour then mining a rare material and sharing the volume with the other people also be able to see who is mining the material maybe but looking at platforms or gas clouds so you can deal with the situation. The concept of PI is you can see other people colonies and kind of guess what they are mining I think moon mining should be the same.
Any process can contribute to the gas cloud around the platform id doesn't matter if its moon mining, rock busting, or material reprocessing. Maybe the different process contributes different gasses. |
Felter Echerie
SL33P3R C3LL
6
|
Posted - 2015.04.03 18:37:09 -
[156] - Quote
Vulfen wrote:I like the idea of the harvesting platforms as i think it will mean more low/null mining is completed if it can be done in a "AFK" style however im wondering if CCP has thought about the loss of revenue this may cause them.
A couple of days ago i was roaming null and came across a 35 man mining gang. now i'm pretty sure this was a botter though i can do nothing to prove that. But either way this is 35 accounts subbed to mine minerals, if we can do it automatically via platforms i think there would be a large reduction in these mass groups and this would then affect CCP's income.
The Fitting window would be interesting for some of these structures aswell, surely you cannot have everything on them, which means people will have to make choices just like they do on current ships.
Also have CCP given thought as to how these structures will be able to be placed in proximity to each other? for example the 2 mentioned structures here would be nice if they can be anchored together or near each other due to their relation. But also because grouping a small number of structures together allows for the defensive systems to assist each other.
maybe it was a mining fleet? |
Milla Goodpussy
Federal Navy Academy
222
|
Posted - 2015.04.03 21:53:50 -
[157] - Quote
any further word from ccp about these changes?
nope?
oh well im not surprised.
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Rowells
ANZAC ALLIANCE Fidelas Constans
2214
|
Posted - 2015.04.04 00:24:51 -
[158] - Quote
Will the drilling platform have a refine rate similar to that of current minmatar outposts or will there be a separation between highsec and null/low structures? |
LuckyQuarter
Lucky Galactic Expeditions
36
|
Posted - 2015.04.04 03:50:08 -
[159] - Quote
Love the idea of drilling platform slowly create a new private mini asteroid belt near the structure, or influence the spawning rate of harvesting anomalies in the system. Just let it be useable in highsec also. Which mins are in the roids/anoms would depend on security level of the system. |
Akrasjel Lanate
Naquatech Conglomerate Naquatech Syndicate
1763
|
Posted - 2015.04.05 07:39:43 -
[160] - Quote
Will the sov changes, structure rebalance(Drilling Platforms) an parts of phase 3 lead to making for moon mining(and similar) example a bottom-up income ?
Akrasjel Lanate
General Director(CEO) of Naquatech Conglomerate
Executor of Naquatech Syndicate
Citizen of Solitude
|
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Kate Ragnarok
Pirates Blood
1
|
Posted - 2015.04.05 14:02:45 -
[161] - Quote
Off the wall idea for the drilling platform.
Have a module for it that using the Entosis link allows a person to take control of 2 exhumers or mining barges.
It has a scan module that scans the whole system for the most valuable asteroids. They can be at their platform controlling both ships.
There would have to be a down side Well there would be a 15 second wait on recalling a ship so once you see a red in local and issue a recall order the ships takes 15 seconds return. Or have it return when it finishes its mining cycle. |
James Baboli
Ferrous Infernum
490
|
Posted - 2015.04.06 08:34:49 -
[162] - Quote
Kate Ragnarok wrote:Off the wall idea for the drilling platform.
Have a module for it that using the Entosis link allows a person to take control of 2 exhumers or mining barges.
It has a scan module that scans the whole system for the most valuable asteroids. They can be at their platform controlling both ships.
There would have to be a down side Well there would be a 15 second wait on recalling a ship so once you see a red in local and issue a recall order the ships takes 15 seconds return. Or have it return when it finishes its mining cycle. So, by using a link, you are running multiple ships while potentially mostly AFK? -1
Talking more,
Flying crazier,
And drinking more
Making battleships worth the warp
|
Kate Ragnarok
Pirates Blood
1
|
Posted - 2015.04.06 15:15:27 -
[163] - Quote
James Baboli wrote:So, by using a link, you are running multiple ships while potentially mostly AFK? -1
No I see this as great risk with great reward.
I see 3 ships at risk. The entosis link ship and to mining ships.
I see a 15 second delay between the order of a mining ship and its action.
I think since the mining ships are now kind of like drones they should not have any active modules except mining lasers.
Most miners are kinda AFK anyway. this part of the game will not change. However it gives miners a great reward but also great risk. I could see a miner afk loosing 3 ships instead of just 1. Also I could see an active miner making bank.
I can go either way I like to gank miners and I like to mine. Mostly I gank those in my space.
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Bubbleup Now
School of Applied Knowledge Caldari State
2
|
Posted - 2015.04.06 16:14:04 -
[164] - Quote
One area of concern is how the conquering mechanic will work with these structures in Empire space or Wormhole space where the 'constellations' are not as easily demarcated. Many of the empire constellations have both low and high sec portions, so pirate corps with all their members at -10.0 could be denied the ability to defend a structure when the sites spawn in high sec, just as a pure high sec corp would have issues with entering low sec. |
McChicken Combo HalfMayo
The Happy Meal
553
|
Posted - 2015.04.07 03:07:19 -
[165] - Quote
Kate Ragnarok wrote:I could see a miner afk loosing 3 ships instead of just 1.
I could see a miner with 5 accounts mining with 15 barges instead of 5. The last thing we need is more influx of minerals from multibox fleets. -1
Bubbleup Now wrote:One area of concern is how the conquering mechanic will work with these structures in Empire space or Wormhole space where the 'constellations' are not as easily demarcated. Many of the empire constellations have both low and high sec portions, so pirate corps with all their members at -10.0 could be denied the ability to defend a structure when the sites spawn in high sec, Unless I'm mistaken you would be deploying a structure in a single system and that's what would be defended. What do you mean by "defend a structure when the sites spawn in highsec".
Quote:just as a pure high sec corp would have issues with entering low sec. Risk aversion is not an issue with entering low sec
There are all our dominion
Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin
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Rialen
Gravit Negotii Gentlemen's.Parlor
19
|
Posted - 2015.04.07 03:19:52 -
[166] - Quote
Here is another suggestion...
Currently, boosting requires a dedicated account to sit at a pos, afk and provide active boost. If the ship warps, it breaks boost. if the ship docks, it also breaks boost. This also requires a dedicated account that essentially sits there and do nothing.
I propose that in the changes for structure coming up, the drilling platform is made into a similar role as a booster ship. The way it works is like this:
1. The drilling platform attaches itself to a large asteroid (not mineable via the usual mining barges / exhumers)
Things the drilling platform can do passively:
- Spawn mineable asteroids (or gas, moon goo etc) at set interval for miners to mine. The asteroids spawned will drift away from the platform (like a broken rock floating away), and getting further away until it floats off grid and disappear. This means miners have a limited time to mine the rock which is slowly drifting away. - Automatic defenses vs players (providing guns are fitted to drilling platform), based on standings (similar to current pos setup)
Things the drilling platform can do actively (must have skilled pilot taking control of drilling platform):
- Spawn higher yield asteroids, providing similar yields from asteroid equivalent to what miners will get from a boosted ship. Yield bonuses will be dependant on player skills. Once rock spawns, it doesn't require the drilling platform pilot to remain online. Current game system requires a booster to be on and providing boosts to the miners themselvs. The new system will boost the yield of the rocks itself and not the individual players. The way to do this can be a skills based, mini game or a combination of both. Usually I am against minigames as it is just a distration from keeping an eye on local in null, but as a structure, it is not going anywhere, so minigame is ok. - Pilot can take control of fitted weapons to use in PvP or PvE combat - Pilot can launch transport drones (providing that the specific type of transport drones are built and placed in drone bay, such as ore transport drones, gas transport drones etc...), and assign tasks to transport drones. The players will set the following information:
The transport drones will have an input and an output requirement. Input is where the drones loot stuff from, and output is where loot is stored in (Personal hangar, corporation hangar, Alliance hangar etc). If the drilling pilot has greater security where they can view other corporation member's hangar, those personal hangar can also be placed as an output location
Can't think of any other active tasks that drilling platform pilots can do at this time but if anyone thinks of anything, post your ideas. - Can use a tractor beam to hold a rock in place so it doesn't float away (opposite of passive where the rocks float away after a period of time)
that's about all i can think about at this time so if anyone else have ideas a active mining director can do in a mining platform, post a reply :) |
Raphael Celestine
Celestine Inc.
61
|
Posted - 2015.04.07 06:12:04 -
[167] - Quote
McChicken Combo HalfMayo wrote:Bubbleup Now wrote:One area of concern is how the conquering mechanic will work with these structures in Empire space or Wormhole space where the 'constellations' are not as easily demarcated. Many of the empire constellations have both low and high sec portions, so pirate corps with all their members at -10.0 could be denied the ability to defend a structure when the sites spawn in high sec, Unless I'm mistaken you would be deploying a structure in a single system and that's what would be defended. What do you mean by "defend a structure when the sites spawn in highsec". Capturing something in Fozzie-sov has two separate parts; the initial reinforcement-equivalent, which is a single battle on the grid surrounding the structure, and then the subsequent fight to destroy/capture the structure. That second battle will be spread out over a number of nodes which can spawn anywhere in the constellation.
If the full sov mechanics are applied to structures dropped in Empire space, the RNG can potentially lead to battles over a lowsec structure being fought primarily in highsec, and vice versa.
Quote:Quote:just as a pure high sec corp would have issues with entering low sec. Risk aversion is not a gameplay issue. Breaking the distinction between high, low, and nullsec is. A corporation based in highsec and operating structures there should be able to defend those structures in highsec as well ... or they should be given the same benefits as a lowsec corp using those same structures. |
Erasmus Grant
EVE University Ivy League
21
|
Posted - 2015.04.07 08:45:49 -
[168] - Quote
I do not like how the most powerful capsuleers enitiirs in New Eden control the most powerful moons despite not having a real presence in some areas they hold mons. I would hate to see something's become non passive sinc e I would like to think non . Capsules re contribute something to New Eden. If the is no other way so be it. |
Arctic Estidal
Harbingers of Chaos Inc Gentlemen's.Club
19
|
Posted - 2015.04.07 14:30:28 -
[169] - Quote
There should be varying sizes of market structures.
Small - Mobile Trade Hub
This would be similar to a mobile depot size allowing small common goods to be purchased directly from the unit. This could be placed in an asteroid belt, or inside a POS to enable the sale of items.
These have to be deployable by individuals primarily but also allow by a corp. These need to have a defence reinforcement mode, otherwise they will just be destroyed by roaming gangs and looted, or they will just be placed a POS's so the guns protect them. When reinforced, the player can go and empty the unit and then potentially repackage the unit.
These units should only accessible in the system. The player owning the structure should be able to see its current status, quantity of items and orders and should be able to adjust the prices remotely, but has to physically attend the unit for refills.
Medium - Market Hub
This could be similar to the mobile trade hub, but larger with bigger capacity. They would be anchored inside a POS and owned by an individual or corporation, the sale and buy orders would be able to be placed by all players who have access to the market hub.
Large to XL - Market Headquarters
This market hub would operate as a standard market hub. Visible for the entire region. This structure may provide connection with the small and medium structures so a market trader can control the structures in some way. Providing a benefit of installing a market headquarters.
The benefit between the various sizes should be protection. So the largest of the structures provides the best protection for the market orders. There are billions of isk in market orders in any given null sec region. This accounts for million of m3 of items which cannot be evac'd quickly or in most cases is impossible to evac, so there has to be signficant protection if players are going to invest the time and significant isk into these structures.
Structures & Skills
The player skills should control visibility and management of market orders, not the structure. The structure should add connectivity to structures within the region for the owner. Market trading is a significant part of the game and should be allowed to continue, buying items from other stations and transporting them to new locations and selling.
Being able to see all the market orders in a region is vital and should remain. This shouldn't be limited, except for the small market units, due to their size and utility. What needs to be prevented, is groups isolating their markets, interaction makes the game enjoyable.
Contracts
Contracts really need a revamp, so everything doesn't just say [multiple items]. Contracts should be available in the market hubs and market headquarters.
Interbus Transport
I have no idea where this idea came from but it is the worst idea I have ever heard. There should be no NPC transport. Players should always be undertaking the transport of items. This only removes player-to-player interaction.
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James Baboli
Ferrous Infernum
498
|
Posted - 2015.04.07 14:46:10 -
[170] - Quote
Originally posted as a seperate thread, because search function lied to me, and I wasn't following this discussion
So, I was talking with my dad and he hashed out an interesting concept for a deployable. A mining platform.
Effectively a medium sized can and a strapped on package with a mining laser and a battery just large enough to power one cycle with no energy recharge of it's own, the mining platform would be dependent on the player's ship for energy to run said mining laser.
Why I think this is both interesting and a good concept: This would mean that other ships than just barges are useful for mining, and that attention to the mining process is able to significantly affect your income, while skill (getting the mining platforms where you want to mine first and keeping them fed efficiently) acts as a multiplier to the possible income. Of course, this is balanced by the requirements of being able to cap the platforms and then move the ore produced in something which can move ore better than the first logical choices, osprey and augoror, promoting either more skill and logistics intensive solo or group play. It also removes the aspect of linked miners vs. unlinked miners, as the platforms can't be piloted and thus would get not fleet boosts. Finally, such an operation would be hard to bot efficiently, and would likely be extremely easy to disrupt in such a case of botting, due to the much tighter cycles, and increased number of complex commands required to do efficiently
Positive concepts: Active mining system, which uses a skill and attention driven mechanic to drive income Increased options, with a balancing mechanism between high focus and low focus game play (income and risk proportional to them) Low additional asset requirements (re-purpose most of the MTU code, container and mining laser graphics, etc) Fits with developing more active content with minimal effort or added complexity, as it reuses existing mechanics in a new way Requires active defense in less safe space, but easier to cut and run, making it a scalable risk vs reward scenario in most cases. Already tangential to the drilling platform discussion, and can be cross posted there if this is close enough in concept in the eyes of CCP or ISD.
Negatives: Potential for good players to vastly deflate mineral prices with large influx if not well balanced. Another thing that might need to be added to overviews and possibly needing a new icon for same.
Proposed versions:
Mining platform I: Requires anchoring 1 Uses a miner i, Medium capacitor battery I and a Large Standard Container to build Packaged 75 m3, expanded 700 m3 Mines equal to an unbonused miner i Cap of 20Gj, uses 20gj to cycle Capacity of 650 m3
Mining platform II: Requires anchoring 4, mining 5 Uses a miner II, Medium capacitor battery II and a Large Standard Container to build Packaged 75 m3, expanded 700 m3 Mines equal to an unbonused miner II Cap of 70Gj, uses 70gj to cycle Capacity of 650 m3
Large Mining platform I: Requires anchoring 3, Mining 5, Astrogeology 5 Uses a strip miner l, Large capacitor battery II and a Medium freight container to build Packaged 600m3, deployed 6000m3 Mines equal to an unbonused strip miner l Cap of 90, uses 90 gj t cycle Capacity of 5700m3
Large Mining platform I: Requires anchoring 3, Mining 5, Astrogeology 5 Uses a strip miner l, Large capacitor battery II and a Medium freight container to build Packaged 600m3, deployed 6000m3 Mines equal to an unbonused strip miner l Cap of 90, uses 90 gj t cycle Capacity of 5700m3
Had a couple negative reviews in that thread, which I reported myself and which is located here.
Talking more,
Flying crazier,
And drinking more
Making battleships worth the warp
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Fool Nalelmir
Homicidal Ideations PVP Therapy Ward
4
|
Posted - 2015.04.09 15:52:46 -
[171] - Quote
I am NOT a fan of passive isk for any of this stuff. I would like to see is this:
1) They should create a spawn point for asteroids and maybe a new set of asteroids that replace moon goo. Passive Isk Moon harvesting is the worst mechanic ever.
2) Miners should have to sit and mine the crap that comes out.
3) These sites should either be on the overview or easy to scan out.
4) The size of the structure should dictate the spawn rate.
5) The owner of the structure should be able to choose threw fitting what materials to spawn.
6) Make the structure boost (with a person managing) in addition to your orcas and rorquals maybe. Also let them tractor cans in with a person in the helm of the structure.
7) Let there be a modual for compression and or refining.
I heard lots of people complaining about multi box miners but honestly rite now you have the moon goo pulled in with almost no interaction other than drop fuel off pick up isk. If the moon goo was like this as well you have a whole new mining game and a new structure that if you want the moon goo you have to defend giving me a new place to hunt targets. And maybe it would be worth me defending miners if it was worth more lol.
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War Kitten
Panda McLegion
5999
|
Posted - 2015.04.09 18:07:15 -
[172] - Quote
Just stopped by to see if any Devs had chimed in on how the new structures will affect moon mining.
Are the rules going to change? Will multiple platforms be allowed to mine one moon? Are changes to this in our near future, or farther off?
I find that without a good mob to provide one for them, most people would have no mentality at all.
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Dr Cedric
Independent Miners Corporation Care Factor
86
|
Posted - 2015.04.10 00:10:16 -
[173] - Quote
Im sure its been said already, but I'm at work and can't read through everything.
Idea here is to have a structure deployable at certain harvesting sites (gas, mining, PI, moon goo, etc...)
Once deployed the owning person/corp/alliance can 'deposit' a certain amount of ISK into the structure, and set a rate that a "player to player" trade can occur.
For example, I mine in null-sec and want a quick return for my time. Some manufacturer wants a quick influx of minerals. So, the manu-guy deploys an "ore silo" and deposits 50M ISK. He then sets a transaction rate, say one unit of Spod will get me 1,000 ISK. Once the ISK is gone or the ore-hold full, the structure shuts down and goes into some kind of inactive mode waiting for the owner to empty or recharge it for the next go around.
This could be used for any kind of resource and makes a nice change to the current market order.
THanks for the read :)
Cedric
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Lienzo
Amanuensis
83
|
Posted - 2015.04.10 00:52:08 -
[174] - Quote
For drilling or resource structures, I think it's important that they have an inverse relationship between security and profitability. Ideally, the simplest, cheapest, weakest and smallest ones go in places that only small ships can access.
The structures that need the most security are assembly and storage facilities. The can be extended to saying that they need the highest sensor strength, or the least exposure to probing. It would be reasonable to create system wide effects that can boost these, perhaps attached to sov. High security indexes, or anchorables which take advantage of these conditions, should diminish the efficiency of extractive structures.
Market or vendor structures offer us an interesting future option for keeping players in space. I think we are all familiar with the way that stations incentivize large numbers of people to go AFK.
One thing that I'd like to see with structures is to make them specialized. Some might be oriented to ammunition and resupplying ships, while others might look more like shipyards of various size. A harbor is a safe place in a storm. A ship is safe there, but ships aren't built to stay in harbors. It would be smart to put small docks in places that only small ships can visit. Medium sized docks and their environments might support small ships as well.
One thing that I'd really like to see from these industrial structures is something that caters to the obsessive industrialist. Make our skills apply to them individually. Instead of 300 max market orders everywhere, give us +1 market order slot per skill level at each vending machine. Maintaining significant numbers of them would mean spending a lot of time in space. The expense of database space and access time has gone down a lot since 2003, so it would make sense to leverage trends to cater to obsessive customers.
Ultimately, unless we are going to focus on making all future structures corp role dependent, all of the structures will need market components. If we are going to have a refinery array support more than just a privileged set of users within a single corp, then it would make sense to have it support a small mineral market. It could as easily be a place for a miner to vendor his haul as process it, or wheel and deal with his peers and competitors. |
Erasmus Grant
EVE University Ivy League
22
|
Posted - 2015.04.10 09:05:56 -
[175] - Quote
I would think be cool if Alliances could have trade agreements with each other where the mercantile parties of null sec alliances can get access only to the market hubs of another alliances if they have an agreement to do so. |
Milla Goodpussy
Federal Navy Academy
224
|
Posted - 2015.04.10 20:18:58 -
[176] - Quote
i am against any suggestion of the drilling platform to become the new "rorqual"
screw that idea and if fozzie even so much as thinks about it, then ccp better be ready to payout 2.2 bil in isk to every single pilot that has one.
the Capital Industrial Command Ship.. should have the highest boosting power over some damn gimmicky structure,
GTFOHWTBS.
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Alavaria Fera
GoonWaffe
6708
|
Posted - 2015.04.11 06:02:31 -
[177] - Quote
Milla Goodpussy wrote:i am against any suggestion of the drilling platform to become the new "rorqual"
screw that idea and if fozzie even so much as thinks about it, then ccp better be ready to payout 2.2 bil in isk to every single pilot that has one.
the Capital Industrial Command Ship.. should have the highest boosting power over some damn gimmicky structure,
GTFOHWTBS.
Did the rorqural come about before or after the orca
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers.
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Sarah Eginald
Git-R-Done Logistics Git-R-Done Inc
2
|
Posted - 2015.04.12 03:20:39 -
[178] - Quote
I got an idea instead of the mining platform doing mining boosts. Have an rorqual or and orca moor with it. The pilot would have the boosts of there ship. While the can control an exhumer to do there mining. It would make a or orca pilot be able to work mining instead of just boosting. Maybe give the pilot of the command ship 2 sets of controls and overviews, one for the boost one for the mining ship they can control. |
Milla Goodpussy
Federal Navy Academy
224
|
Posted - 2015.04.13 04:29:08 -
[179] - Quote
Interbus Transport
I have no idea where this idea came from but it is the worst idea I have ever heard. There should be no NPC transport. Players should always be undertaking the transport of items. This only removes player-to-player interaction.
[/quote]
it came from some dude who thinks players would have fun escorting/defending random NPC's in null sec.
worst idea ever imho |
Sean Crees
Sean's Solo Corp
5
|
Posted - 2015.04.13 18:51:55 -
[180] - Quote
Any chance of doing station skins like the new ship skin system? Some people may want to color coordinate their stations, or their alliance assets in space. |
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FireFrenzy
Satan's Unicorns
327
|
Posted - 2015.04.14 05:44:37 -
[181] - Quote
Alavaria Fera wrote:Milla Goodpussy wrote:i am against any suggestion of the drilling platform to become the new "rorqual"
screw that idea and if fozzie even so much as thinks about it, then ccp better be ready to payout 2.2 bil in isk to every single pilot that has one.
the Capital Industrial Command Ship.. should have the highest boosting power over some damn gimmicky structure,
GTFOHWTBS.
Did the rorqural come about before or after the orca
Before...
At the time the orca came out a bunch of people were going "so why dont they just let the rorqual into highsec" and stuff of that ilk |
Dr Cedric
Independent Miners Corporation Care Factor
89
|
Posted - 2015.04.14 22:05:21 -
[182] - Quote
Milla Goodpussy wrote:i am against any suggestion of the drilling platform to become the new "rorqual"
screw that idea and if fozzie even so much as thinks about it, then ccp better be ready to payout 2.2 bil in isk to every single pilot that has one.
the Capital Industrial Command Ship.. should have the highest boosting power over some damn gimmicky structure,
GTFOHWTBS.
I think we need to let the new structure system settle in so we can determine what roles are filled well by them and where the Rorq can fit in and excel.
Cedric
|
Dr Cedric
Independent Miners Corporation Care Factor
94
|
Posted - 2015.04.15 14:43:26 -
[183] - Quote
At work again, so not sure if its been presented:
If the current options for mining remain (at least for the time being) then what are these drilling platforms going to be used for?
If you anchor them on a Moderate Cluster, do they passive mine (bad Idea IMO)?
If they don't passive mine, what do they do? Mining boosts? (if so, what role does orca/Rorq have?)
If they require an active mining option, how does that work? Does a barge moor to them? Why is that better than the current mechanism of the barge just sitting there and mining by itself?
Just some questions I've had as I look through all of these threads for a 2nd or 3rd time.
On the other hand, if mining undergoes a radical change...
Based on the sov level/index/some other metric, you deploy this drilling platform and it houses an agent of some type. You request a location for ore and he presents you with a "mining mission" to go mine some stuff. The place the agent sends you to could be a system belt, or a rogue asteroid floating around. It could be big enough to house a fleet or a single asteroid. It could be a static location, but the agent interaction "loads" the belt with something mineable.
Just some ideas.
Cedric
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Hafwolf
StarHunt Mordus Angels
9
|
Posted - 2015.04.17 15:08:23 -
[184] - Quote
I kind of like the idea of a drilling platform basically takes over the role of the compression and reprocessing. Also it may serve a function in moon mining and pi.
I think a neat feature would be it has a scanner that can tractor in large asteroids for mining next to it. It can create its own asteroid belt. However feature would have to be player controlled. Have a skill for tractor in asteroids and ice. Each level gives you more asteroids to tractor in. have the platform have a que like the industry for tractoring rocks or ice. The rarer the asteroid the longer it takes. It could take 24 hours for arkonoor and only 2 hours for veldspar.
Also since a lot people are concerned about the rorqual maybe have an option if deployed from a rorqual or orca to actually construct itself as part of the ship. The ship would get -100 % on jump and movement. It would be like a modified deployed mode that takes fuel. The structure would provide defense like a pos shield does now. Then if they are asteroids nearby then platform could mine while giving bonus with player control. When the system runs out of fuel or the pilot takes it out of this mode the two are separated so the rorqual or orca can scoop the platform.
That feature would protect the rorqual while giving its boosts however it would be vulnerable while deploying and undeploying. |
Hafwolf
StarHunt Mordus Angels
9
|
Posted - 2015.04.17 15:58:00 -
[185] - Quote
Just adding to my previous post. This would be a way to remove the I hub upgrade for mining. Null sec alliance can have there miners of either moon goo or even regular miners place platforms near each other to create there own mining belts. This way miners at different time zones can have there rocks qued to show up on their prime time so the veld is always seeded with good ore's
Also maybe have a small more rare asteroids be able to be pulled in hi sec. Give hi sec miners a reason to use them as well. May be give the ones you find in anomalies in high sec plus the occasional spudomain rock. |
Harvey James
The Sengoku Legacy
1126
|
Posted - 2015.04.17 22:05:07 -
[186] - Quote
moon mining should have its own structure not tied too POS/stations in anyway, more like POCO's really
Tech 3's need to be multi-role ships not cruiser hulls with battleship tank and insane resists.
ABC's are clearly T2 in all but name.. remove drone assist, nerf sentries, -3 slots for droneboats
Nerf web strength, Make the blaster eagle worth using
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Valenthe de Celine
Center for Advanced Studies Gallente Federation
193
|
Posted - 2015.04.18 23:33:38 -
[187] - Quote
Overall, as a small time owner and operator of a POS inside a WH (alongside several allies) this appears to be taking the functions of 1 structure system (the POS) and making us anchor and fuel 8 or more structures to have the same diversity of function and form that our 1 structure with its arrays and batteries performs now. This feels like 8x the risk, 8x the complexity, for very little tangible reward.
For outpost grade structures, I can only assume cost will also skyrocket as there will need to be 8x or more XL structures to perform similar functions to what we have presently in place. In addition, it appears there will be fuel requirements, as well as a need to guard and defend each individual part of this smorgasbord of new structures being outlined for them all to function as 1 building currently operates.
In addition to it feeling like nullsec and WH space are going to sprout huge new expanses of anchored structures, highsec is also going to gain outpost grade structures that are no longer NPC based? Will the NPC corps also be selling of their buildings to align with this new "players should do it all" concept? It feels like null may be invading a highsec system near me, and soon! But only with 8+ structures where 1-3 NPC starbases used to exist. |
Rowells
ANZAC ALLIANCE Fidelas Constans
2307
|
Posted - 2015.04.19 01:29:57 -
[188] - Quote
Valenthe de Celine wrote:Overall, as a small time owner and operator of a POS inside a WH (alongside several allies) this appears to be taking the functions of 1 structure system (the POS) and making us anchor and fuel 8 or more structures to have the same diversity of function and form that our 1 structure with its arrays and batteries performs now. This feels like 8x the risk, 8x the complexity, for very little tangible reward.
For outpost grade structures, I can only assume cost will also skyrocket as there will need to be 8x or more XL structures to perform similar functions to what we have presently in place. In addition, it appears there will be fuel requirements, as well as a need to guard and defend each individual part of this smorgasbord of new structures being outlined for them all to function as 1 building currently operates.
In addition to it feeling like nullsec and WH space are going to sprout huge new expanses of anchored structures, highsec is also going to gain outpost grade structures that are no longer NPC based? Will the NPC corps also be selling of their buildings to align with this new "players should do it all" concept? It feels like null may be invading a highsec system near me, and soon! But only with 8+ structures where 1-3 NPC starbases used to exist. They mentioned in the fanfest presentation, that a single structure can perform multiple different tasks depending on how you fit it, but there will be benefits for certain structures specializing.
And I'm not sure what you're referring to in regards to NPC stations |
Hafwolf
StarHunt Mordus Angels
9
|
Posted - 2015.04.19 15:54:24 -
[189] - Quote
I think the npc stations in high sec need to remain for mission runners and for new pilots.
CCP will probably put a sec status restrictions on some of the structures.
I don't think they would want an XL gate or Adminstration hub in high sec.
I think it would be cool to make the structures work more like a t-3 then then a static structure.
I know this would be a lot more work for ccp. HOwever they would make it more customizable for players.
Just have a blank structure for each race. Have the service slots work like sub systems. Say you have a minmatar medium structure it would take the place of a Minmatar small tower take the same fuel. However if you want just a dedicated structure to mining you put service slots and rigs to bonus reprocessing.
This way you can give racial bonus for weapons Minmatar give bonus to projectiles, Caldori Missiles. so on.
This way you can transfer pos bpo's to the new system. you have most of the modules you would need for service slots already made just transfer them over to the new system.
Also small groups that use towers would be able to customize there the structure will take shape of the service slots. If most of the service slots are for manufacturing it looks like a manufacturing structure same with the other type of service modules.
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Wild Dreams
ExoGen Foundation The DEAD Alliance
12
|
Posted - 2015.04.21 07:51:12 -
[190] - Quote
I really like the idea of these new structures I love the fact I will be able to own n dock in my very own mini station and like a t3 cruiser mod it the way I want it to be setup eather for research n manufacture or market and trade or what ever
as far as drilling platform goes it would be terrible if they worked like a deployable booster as like others have said some ships should do it better but I do like the idea that it forms/pulls in a mini belt for you to mine
it should form the spaces asteroids you are in so caldari or amarr n so on and have a % chance based on level to pull in rare rouds you an only find in other systems and low/ null for highsec this way it will allow high sec miners a chance at some rare minerals not loads so null sec feels it on market but a small amount to help newer players get some isk |
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Felix Judge
Gallente Rebels Inc. Villore Accords
15
|
Posted - 2015.04.24 08:41:50 -
[191] - Quote
How about placing the market hubs on planets' surfaces? Or at least (lorewise) link them to storage areas on the planet surface (orbital elevator)?
That would explain unlimited storage and open new venues as regards item fate upon structure destruction. |
Spugg Galdon
Nisroc Angels
666
|
Posted - 2015.04.24 08:49:16 -
[192] - Quote
Felix Judge wrote:How about placing the market hubs on planets' surfaces? Or at least (lorewise) link them to storage areas on the planet surface (orbital elevator)?
That would explain unlimited storage and open new venues as regards item fate upon structure destruction.
This makes a lot of sense. Market hubs anchored above planets (Temperate, Barren, Oceanic or Ice as Gas, Larva, Storm and Plasma planets wouldn't really be feasible) which gives some limitation to where they can be and you can easily link it with structures on the ground which would be where the items would go if the structure was destroyed. It would also open a lot of opportunity to show "life" and activity with small npc ships ferrying between the surface and the station. |
James Baboli
Ferrous Infernum
556
|
Posted - 2015.04.24 09:14:12 -
[193] - Quote
Spugg Galdon wrote:Felix Judge wrote:How about placing the market hubs on planets' surfaces? Or at least (lorewise) link them to storage areas on the planet surface (orbital elevator)?
That would explain unlimited storage and open new venues as regards item fate upon structure destruction. This makes a lot of sense. Market hubs anchored above planets (Temperate, Barren, Oceanic or Ice as Gas, Larva, Storm and Plasma planets wouldn't really be feasible) which gives some limitation to where they can be and you can easily link it with structures on the ground which would be where the items would go if the structure was destroyed. It would also open a lot of opportunity to show "life" and activity with small npc ships ferrying between the surface and the station. +1. Did not want to mess up the trips with a like.
This sort of safety mechanic is about perfect. Some predictable losses, most of the assets are safe and can potentially be gotten back without needing to take down the opposing structure without new mechanics. Just copy-pasta on the PI launchpad code, and have a new PI building that lets you launch stuff away from a market hub. Also reduced the ability of market hubs to be hellcamped if implemented well.
Talking more,
Flying crazier,
And drinking more
Making battleships worth the warp
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Felix Judge
Gallente Rebels Inc. Villore Accords
16
|
Posted - 2015.04.24 09:16:26 -
[194] - Quote
Oxide Ammar wrote:I have some questions about the market hub:
- What happens when I put a public market hub then people start to list their goods there, what stops me from unanchor it and steal all market goods to myself ? [...]
My spontaneous ideas:
* Unanchoring could take 4 months and there would be an alert to this when setting up orders.
* Collateral: Structure owner could elect to grant collateral on all goods to all customers, which would make structure much more appealing to customers. Collateral protects sellers while goods are still in their possession. Once goods have changed hands, it will protect the buyer until he picks up his shopping bags. This would also practically grant insurance against structure destruction by the structure owner, again making the structure more appealing to traders.
There are all kinds of possibilities: Since Collateral would be a huge investment, maybe it could be scalable as structure owner wants: % of value covered, and / or a hard cap of ISK available for collateral (availability displayed to traders, of course). Traders could elect to store their merchandise in a Collateralized Hangar for higher tax, and Uncollateralized Hangar for lesser taxes. Maybe structure owner could pour as much ISK as he wants (or can afford) into a Collateral Pool for his structure, which covers all merchandise within proportionally (again being visible to traders so that they can decide if they think their goods safe enough). |
Mikhem
Taxisk Unlimited
269
|
Posted - 2015.04.25 13:14:43 -
[195] - Quote
I presume small trade hub (container) works like space age dispenser. Dispenser is candy/cigarette machine. You pay isk and container hands out stuff for sale from it. This would be good for selling small volume items like skill books and blueprints. This building would not be connected to market system and stuff for sale would only be visible when you see this structure. It could also contain buy orders for small volume items. Buy orders just need to "eat space" from container so you cannot place more buy orders than what container has space.
Mikhem
Link library to EVE music songs.
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Mikhem
Taxisk Unlimited
269
|
Posted - 2015.04.26 15:10:37 -
[196] - Quote
Is any structure able to offer maintenance array and hangar functionalities that you can rent to outsiders? Here is my vision:
1. Solocapsuleer comes in to null sec solar system with transport. Transport has packed exhumer onboard and modules for it. 2. Solocapsuleer assembles exhumer in local facility and takes it in use. 3. Solocapsuleer puts transport safekeeping to local facility. 4. Solocapsuleer mines ore or ice and packs them in local facility. 5. After he gets about transport load of packed ore or ice then he packs his exhumer takes out transport and moves all of it to high sec. 6. If he survives he gets rich quite fast.
Mikhem
Link library to EVE music songs.
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Dracvlad
Taishi Combine Second-Dawn
888
|
Posted - 2015.04.30 15:18:49 -
[197] - Quote
In regards to Market Hubs, I am assuming that you are looking to control the people who can dock based on the standings like current stations in null, but please can you also allow the operator to link in selling and buying abilities into standings too, so that even if a neutral/red has docked by being blue he cannot sabotage the market and nor can he do it from outside while in space.
Ella's Snack bar
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Hafwolf
StarHunt Mordus Angels
10
|
Posted - 2015.05.01 02:24:05 -
[198] - Quote
I kind of like the idea about trade hubs being next to planets. It would give another level to pi and also start planetary defense systems which might be useful to dust and future legion players.
The concept that the local markets are controlled by the local inhabitants with the capsuliers giving the local market buy and sell orders.
Maybe different market hubs I the same system can interact with each other that is where you npc haulers can come in. Say a group of blues have a series of market hubs Arround a system. Different corps have there own. So I put up something on the market for sale for the alliance so an alliance member goes to his corp market hub on another planet he buys my order then an npc ship takes off from the planet where my stuff is stored and docks at his market hub to deliver the item. |
Destiny Dain2
Your Destiny Corporation
0
|
Posted - 2015.05.10 15:06:01 -
[199] - Quote
Drilling Platforms:
These structures will require anchoring near a moon so that you can configure it to moon harvest. But, if you set it up for asteroid mining, the asteroids will spawn around or near your structure. As you get better mining modules you have a better chance of a rarer asteroid spawning.
The activity effect can be, if people are actively mining that day there will be more asteroids around the structure, for that is the only way asteroids spawn and no activity will be that there is only two rocks sitting there. If a PvPer comes across a drilling platform he will instantly know whether there has been activity recently or not just by number of rocks there. If it is moon harvesting, it would be a fine dust around the structure.
This structure will not replace asteroid belts. It is only capable of gravity assisting small asteroids towards it. but, modules will change ore types, spawn rate and number of maximum asteroids. Fleet mining will still take place at belts but with the best modules a couple man corp. might get away with doing all their mining there.
Market Hubs:
Have it where market hubs that are set to public is only open to public purchases. So, anyone outside of the corp. can not place sell orders. They can only buy direct or place buy orders there. If people want to sell and not buy and fuel a market hub then they need to continue using an NPC station.
To prevent corps. from having a monopoly over a region, you might have to consider having a sell order limit. Then they have to decide to either sell a bit of various items or specialize in just ship sales or whatever. If they want to sell more they need to purchase another hub. |
Enya Sparhawk
Black Tea and Talons
53
|
Posted - 2015.05.11 20:15:13 -
[200] - Quote
Thoren Vaille wrote:Querns wrote:The idea of "passive" mining structures is very intriguing. Will drilling platforms be able to be parked in an asteroid belt (or even a mining anomaly) and be able to mine autonomously, or will doing so require human interaction throughout the process? Passive mining isn't really how I read this. I think it's more likely they will follow through with the idea of structures driving content that can be mined. Like when a belt out in HS is mined out, you are able to anchor a structure that breaks down a larger body into mineable resources. Note that in last year's keynote, CCP mentioned that they want EVERYTHING in EVE to turn over to the players; if it can be built, it can be destroyed. We're venturing into the realm of potentially "building" asteroid and gas fields. Amazing, really. It would be cool if we could terraform moons and planets into something we want to harvest (PI and the like).
Fíorghrá: Grá na fírinne
Déan gáire...Tiocfaidh ár lá
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Phoenix Jones
Isogen 5
1329
|
Posted - 2015.05.15 09:00:35 -
[201] - Quote
There are a few ways to deal with the future of mining
1) rorqual turns into a moon mining platform, blasting rocks out of moons and making a moon asteroid belt for smaller mining vessels to scoop.
2) moon mining would require a rorqual to dock at it to actually mine (player activated)
3) mining array requires fuel, turns on and creates a asteroid belt around the moon for which people can mine moongoop from.
4) mining array blasts and tractors off the moon surface small and large chunks of moon rocks. Rorqual scoops and devowers massive rocks ( can do the same for asteroid belts).
Basically I would like to see moon mining take a more active part with the players as a whole and with miners specifically. Make their mining capital ship a MINING Capital ship.
We need to get away from mass alt afk moon operations. There are other ideas besides the above, but avoid any and all automatic mining setups. You will take the fun away from miners (and yes there are people who enjoy mining).
Yaay!!!!
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Kenneth Fritz
DND Industries
0
|
Posted - 2015.05.16 07:50:29 -
[202] - Quote
DaReaper wrote: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.
This right here seems like a very doable and enjoyable way of getting things done. Adds interaction and creates a risk to gain factor. Especially if the moon rocks are treated as normal asteroids and can bee mined by anyone daring enough to try to take from under your corp's nose. I know the bigger the structure the more capable it is of defending itself but if you leave one of these unattended and a small group comes in with a e-war ship two miners and a hauler they could potentially get away with a fair amount of the materials floating around it. This of course is assuming that the array pulls rocks up in a passive manner up to a certain m3 amount of rock. |
Hafwolf
StarHunt Mordus Angels
11
|
Posted - 2015.05.18 13:21:18 -
[203] - Quote
Hey after reading the new dev blog. I like the where they are going.
However I think the medium citadel structure should not be on the ship scanner that is easily with an easy warp to. The reason is that if a person has a structure just for there own personal use this would make it to vulnerable when they are offline. I do think you should be able to see them on Dscan and be able to scan them down with probes. Make the attackers do some work for the smaller structures. People scan down tractor units and depots in high sec just to kill the structures for the loot. These structures will be plenty vulnerable enough with out making it easy to warp to the structure.
I do like the idea though of if you have roles your alliance structures will show up on your overview.
Also maybe make there be more roles for using structures instead of the 2 we currently got. Example. Reaction Engineer - has roles to load and change reaction schematics. Industry Engineer - has roles to change assemble setups
Allow corp directors and CEO to assign roles that allow use and functionality without the person have the access to offline and unanchor the whole structure. |
Wylde Kardde
Wrekker Mix
13
|
Posted - 2015.05.18 15:50:42 -
[204] - Quote
If anyone here has seen Star Trek (2009 movie) they used a laser drill platform suspended from a ship into a planets atmosphere to cut through the surface. If we're talking about moons than we won't need the ship or a counterbalance due to zero gravity so picture this platform w/o a tether but a connected power plant and silos.
http://www.benjaminbloodworth.com/blog/wp-content/uploads/2009/05/romulandrill.jpg
http://www.technovelgy.com/graphics/content09/romulan-flame-jet-drill.jpg
With this blasting a debris plume into space the actual (player) mining would take place in a ring around the drill where the rocks lose outward momentum and sit appearing like a typical belt except in a full ring instead of a crescent.
http://www.space.com/images/i/000/017/536/i02/moon-asteroid-impact-1600.jpg?1337288780
https://www.youtube.com/watch?v=Z61bKT-m0UE
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EnternalSoul
Flame's Shadow Brothers of Tangra
7
|
Posted - 2015.05.20 15:20:21 -
[205] - Quote
Not sure if this is the best place to ask this or if it has been discussed already.
Corp Hangers, here is how my small corp uses them and I think WH people will like my idea. Most of the members have multiple accounts and we each get a hanger access but as we grow some people have to share.
I would like to see all these new structures have the ability for player shared hanger, ones that the player sets up not the corp CEO and that player picks what characters have access to it (and what kind view, put, take). I also think that this should not be limited to corp mates, you should be able to share with characters outside the corp you are in.
We all have set up a Tower that only we have access to because we set a password and don't give corp access to it. But we still have to have the roles to use the thing we put up in that tower. With this idea you can have Charter Shared hangers in them and only those can get to it.
Another thing that needs to be fixed is in the new structures is how much space is left empty with out having to look in every hanger! even the CEO has to look in every hanger and open up a calculator and add up what is used to find out how much is left.
This will relieve the CEO and Directors from having to set up roles then wait until that person gets on and see if they got it right for what he needs, the try again repeat till members is happy then take aspirin for the head ache. Also the trust issue, who is sharing this hanger do I really know him can I leave this valuable thing here?!
Thoughts? |
Felix Judge
Gallente Rebels Inc. Villore Accords
20
|
Posted - 2015.05.21 10:28:01 -
[206] - Quote
EnternalSoul wrote:[...]I would like to see all these new structures have the ability for player shared hanger, ones that the player sets up not the corp CEO and that player picks what characters have access to it (and what kind view, put, take). I also think that this should not be limited to corp mates, you should be able to share with characters outside the corp you are in. [...] Thoughts? +1 very much like this idea. The details will probably be difficult, but it would definitely be nice (especially for people in larger corps) to grant access to some of their hangars to certain people, and not to others.
And btw, they are hangars.
Hangers is (among other things) where you hang your coats... |
Christopher Mabata
The Interstellar Manipulation Consortium
326
|
Posted - 2015.05.25 23:34:20 -
[207] - Quote
Heres a Question I haven't seen anyone ask yet
How will mobile siphon units adapt to the new structures?
If your drilling platform is an active process then siphons become useless since everyone will see you place it, but if its not, how do we determine what it can harvest?
Will it steal during the reprocessing or compressing process? Will they reserve some of the mined materials directly?
Theory-Crafter, Free Agent, Immortal Space Pirate. Generally Crazy and difficult to understand at times.
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Aileen Lovelace
KarmaFleet Goonswarm Federation
0
|
Posted - 2015.05.27 17:33:38 -
[208] - Quote
"Stock Orders"
Give the owner of a market hub a new kind of market order that function as both a buy and sell order in order to maintain desired quantities of an item available to purchase.: This would ideally be a unique benefit of owning a market hub.
Call it a "stock order", with a wholesale (buy) and retail (sell) price, give it a target inventory level (items will be bought until that level is reached), and offer substantially more of these orders to owners of market hubs than would normally be available.
This would let owners of market hubs shape their local market to have supplies of desired and necessary items, and make the importation of items of remote locations less risky for importers (as they would have the ability to sell to these orders in quantity at a guaranteed price), and vastly simplifying logistics for larger groups as marketeers could clearly see what's needed from the market window and market APIs
These orders would be non-expiring, automatically activating to buy enough of each item to bring it back to the desired stock level - essentially enabling a degree of market nationalization for corp and alliance markets.
Example:
Stock 100000 Liquid Ozone, Buying at 900, Selling at 1000
- Units of LO could be sold to the buy order at 900 as long as less than 100000 are held by the order. They would automatically be available for sale at 1000.
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Haters GonnaHate
Native Freshfood Minmatar Republic
0
|
Posted - 2015.05.30 13:12:25 -
[209] - Quote
please open moon mining up to the masses as a higher tier PI. the vast majority of moon goo is handled by very few people at the top of alliance leadership at the expense of its members. Not only are these profits often pocketed by these individuals but some even go as far as to engage in RMT. Moon goo production should be accessible to any and all that wish to take the time to engage in it. |
Christopher Mabata
The Interstellar Manipulation Consortium
346
|
Posted - 2015.05.30 17:50:24 -
[210] - Quote
Haters GonnaHate wrote:please open moon mining up to the masses as a higher tier PI. the vast majority of moon goo is handled by very few people at the top of alliance leadership at the expense of its members. Not only are these profits often pocketed by these individuals but some even go as far as to engage in RMT. Moon goo production should be accessible to any and all that wish to take the time to engage in it.
It already is, put up a POS on a moon, start mining, run your own reactions or sell raw. Of course you also need to be able to defend it should it be a particularly valuable moon, which is nobody elses fault but your own if you cant manage that for biting off more than you could chew.
Besides why should they punish players who took that step, made the investment, and have been defending towers and then taking the profits? I see no logical reason for that what-so-ever.
Theory-Crafter, Free Agent, Immortal Space Pirate. Generally Crazy and difficult to understand at times.
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Haters GonnaHate
Native Freshfood Minmatar Republic
0
|
Posted - 2015.05.30 20:45:31 -
[211] - Quote
Christopher Mabata wrote:Haters GonnaHate wrote:please open moon mining up to the masses as a higher tier PI. the vast majority of moon goo is handled by very few people at the top of alliance leadership at the expense of its members. Not only are these profits often pocketed by these individuals but some even go as far as to engage in RMT. Moon goo production should be accessible to any and all that wish to take the time to engage in it. It already is, put up a POS on a moon, start mining, run your own reactions or sell raw. Of course you also need to be able to defend it should it be a particularly valuable moon, which is nobody elses fault but your own if you cant manage that for biting off more than you could chew. Besides why should they punish players who took that step, made the investment, and have been defending towers and then taking the profits? I see no logical reason for that what-so-ever.
the problem is the people who "defend" are not getting paid to do it. The vast majority of wealth generated goes into very few pockets while the rest get a slice in the form of partial srp, and even then its mostly from their own tax. if you wanted to moon mine a higher tier moon in the space your alliance controls forget it. its not going to happen as they would never let you have one, and even if they did who is to say your corporation would let you put it up, or not take half or more of your product? No, right now it is absolutely controlled by the few at the expense of others, and I've seen said leadership engaging in RMT first hand. Current mechanics are unhealthy thus should be opened up to the individual to force alliances and corporation leadership to share the wealth with their isk starved membership, and maybe people would actually enjoy calling null home. |
Lyra Gerie
Garoun Investment Bank Gallente Federation
49
|
Posted - 2015.06.04 04:49:44 -
[212] - Quote
Perhaps allow players to adjust tax rates in their citadel/market hub structures. This could encourage trade of certain goods while pushing others away.
This creates more economic tension, especially since groups using this will be aiming to corner certain markets or encourage them and they have a vested interest in keeping the trade in their region that way.
While high and low sec wont find this as useful, nullsec groups can use it to maintain economic power in a region, especially in those that set up free ports. |
Felix Judge
Gallente Rebels Inc. Villore Accords
22
|
Posted - 2015.06.04 09:20:50 -
[213] - Quote
Haters GonnaHate wrote:Christopher Mabata wrote:Haters GonnaHate wrote:please open moon mining up to the masses as a higher tier PI. the vast majority of moon goo is handled by very few people at the top of alliance leadership at the expense of its members. Not only are these profits often pocketed by these individuals but some even go as far as to engage in RMT. Moon goo production should be accessible to any and all that wish to take the time to engage in it. It already is, put up a POS on a moon, start mining, run your own reactions or sell raw. Of course you also need to be able to defend it should it be a particularly valuable moon, which is nobody elses fault but your own if you cant manage that for biting off more than you could chew. Besides why should they punish players who took that step, made the investment, and have been defending towers and then taking the profits? I see no logical reason for that what-so-ever. the problem is the people who "defend" are not getting paid to do it. The vast majority of wealth generated goes into very few pockets while the rest get a slice in the form of partial srp, and even then its mostly from their own tax. if you wanted to moon mine a higher tier moon in the space your alliance controls forget it. its not going to happen as they would never let you have one, and even if they did who is to say your corporation would let you put it up, or not take half or more of your product? No, right now it is absolutely controlled by the few at the expense of others, and I've seen said leadership engaging in RMT first hand. Current mechanics are unhealthy thus should be opened up to the individual to force alliances and corporation leadership to share the wealth with their isk starved membership, and maybe people would actually enjoy calling null home. I highly sympathize with your point. Nobody is forced to fly for an alliance or for the people who pocket the moon goo income, though. The people who do, they must do it for some reason. So maybe they are not paid in shares of the goo income, but in some other commodity, in exchange for being part of that alliance. If a pilot is unhappy with the state of affairs in his alliance, he can always leave it. Since "those people" depend on so many pilots willing to fly in the defence of said moon POSes, the best way to stop them keeping that income to themselves is not to fly for them.
Find a group or organize a group that is a) powerful enough to hold such a moon and b) shares the revenue from it fairly. |
bp920091
Black Aces Against ALL Authorities
98
|
Posted - 2015.06.12 04:07:24 -
[214] - Quote
Phoenix Jones wrote:
We need to get away from mass alt afk moon operations. There are other ideas besides the above, but avoid any and all automatic mining setups.
You obviously dont know what you are talking about regarding the quantities of moon minerals required for the T2 market.
Yes, an active moon mining concept could work, for the R64 moons, but even so, it's simply not feasible, as you NEED a passive mining mechanic (maybe in conjunction with a bonus rate on a moon, but passive NEEDS to stay).
Take Dysprosium for example. the current HIGHEST priced moongoo, by quite a large margin. It sells for anywhere between 80k amd 90k/unit, depending on how jita feels today.
at the CURRENT rate of 100 units/hr, that is 8 million isk/hr. Not bad, but considering the rarity of the moons, and the m3 required, especially when most of these are in space that can be belt ratted in, at a better rate, it's not super feasible.
Now, take Platinum. It's a backbone of a LARGE number of items, and is only valuable en-masse.
Depending on the market, Platinum sells between 3250 and 3750 isj/unit.
at the current rate, that's 325,000 - 375,000 isk per HOUR. Same amount of effort required to mine them (same M3).
Now, if you increase the price of platinum, as noone will ever bother to mine it when shooting a single NPC battleship is more isk in the current state, the price on everything t2 goes insane.
Imagine if Tritanium was suddenly brought up to the same price as megacyte. That's the kind of thing that you are talking about, when you remove passive moon mining.
You try and increase the supply of Dysprosium? the only REASON why it's so valuable is that it's so rare (that and utility, but it's rarity is the major driving force).
Long story short, unless a MAJOR and COMPLETE rework on the ENTIRE T2 production chain is done (from moongoo to T2 mods), you cannot ONLY have active moon mining.
TLDR: No Passive Moon Mining = Faction Mods are Cheaper than T2 |
DrysonBennington
Aliastra Gallente Federation
223
|
Posted - 2015.06.13 22:15:08 -
[215] - Quote
Enta en Bauldry wrote:Just want to note that a functioning market structure that can be configured for corp/alliance only AND works in W-Space would get rid of a major headache for me and quite a few people I fly with.
How it's to be implemented I don't know but as long as you can do something along the lines of;
Buy Trimark Armor Pump II in Jita Bring it into JXXXXXX system, drop it into market structure (or something like a PHA?) Place an order for it in system, only visible to corp (perhaps even specific title!) Different player buys item and takes it out of the structure, fits it to their ship
I'm looking forward to the first public drafts.
AFK Mining or using Drilling Platforms will allow the miners to train to be combat pilots so the constant whine that is heard across New Eden from PvPer's not having enough targets to shoot at will be fulfilled.
With the new Entosis Link being able to breech Jove space using the link to breech W-Space for such transfer of modules and ships from K to W-Space shouldn't be too difficult.
Extremely costly, yes, but impossible, no. |
Ares Desideratus
GUILD OF DOOM MOOD UBER SWAG ETERNAL
262
|
Posted - 2015.06.14 21:24:10 -
[216] - Quote
I'm confused. Are these "market hubs" going to replace current hubs like the Emperor Family Academy in Amarr, or like Jita 4-4? Or will those stations remain as they are? |
Corraidhin Farsaidh
Farsaidh's Freeborn
1203
|
Posted - 2015.06.14 21:33:51 -
[217] - Quote
DrysonBennington wrote:... AFK Mining or using Drilling Platforms will allow the miners to train to be combat pilots so the constant whine that is heard across New Eden from PvPer's not having enough targets to shoot at will be fulfilled. ...
This assumes that all those miners actually want to become combat pilots. Mainly they don't. They especially don't want to simply be targets for PvPers to shoot at.
Mining should never be a truly AFK activity. If a miner goes AFK whilst their barge is in space they should fully expect CODE to reduce it to slag every now and then. |
Trinkets friend
Sudden Buggery Prolapse.
2449
|
Posted - 2015.06.17 07:38:39 -
[218] - Quote
Soldarius wrote:Corraidhin Farsaidh wrote: Ed: to be clear I would prefer that all resources are available to everyone without them being fenced of as private by a structure being in place. Moon mining ships would be my choice for instance, but with the moon mining structures giving large boosts to corp members. then anyone can mine a moon that they find but those controling the space it is in will gain much more benefits. this would open up ninja mining in a prospector varient (for instance) as a possibilty for smaller groups/solo players and hopefully put more pilots in space.
- Anchor drilling platform at moon.
- Set to corp use.
- Make 100 alts
- Moon mine with 100 alts.
- profit *100!
Bad idea. This will have to be limited in some way or moon goo values will be utterly destroyed. I know moon resources have abundancy. But that isn't granular at all. x1, x2, or x3? Meh. Making moon mining more like PI might work. Perhaps hisec moon mining may even become possible. Removing POS fuel costs will make many of the crap moons and reactions suddenly viable for small-time miners. tbh, this would be a big step forward even if nothing else was changed. tl;dr: if a Drilling Platform on a money moon can extract multiples more than the current mechanics allow, it will break the T2 economy. This must be very carefully evaluated and balanced.
Um. What, mate?
If the supply of T2 materials gets removed from the hands of the few, thrown to the many, and increases so prices drop....is this not bueno? What kind of meth induced brain injury prompts you to say that cheaper T2 components and abundant competition which destroys the trillion-ISK wallets of the R64 moon holders is a Bad Thing?
Unless it's PL meth. Then it makes sense.
Doctor Prince Field Marshall of Prolapse. Alliance and Grand Sasquatch of Bob
We take Batphones. Contact us at Hola Batmanuel - Free call 1800-UR-MOMMA
~~ Localectomy Blog ~~
|
Trinkets friend
Sudden Buggery Prolapse.
2449
|
Posted - 2015.06.17 07:50:31 -
[219] - Quote
bp920091 wrote:[quote=Phoenix Jones]
Long story short, unless a MAJOR and COMPLETE rework on the ENTIRE T2 production chain is done (from moongoo to T2 mods), you cannot ONLY have active moon mining.
TLDR: No Passive Moon Mining = Faction Mods are Cheaper than T2
So, let's see a MAJOR and COMPLETE rework of the ENITRE T2 production chain.
If your maths are correct, at 8M/hr for Dysprosium, it sounds like a crappy amount of ISK to make per hour if you were making as much Dy per hour as a POS does, and it was an activity being done by someone in, say, a Hulk.
However, the key nugget of wisdom you are conveniently forgetting in this whole equation is that the POS, for the handsome cost of about 480M ISK in fuel each month, produces 5,760M Dy per month with absolutely zero input from a player.
So, apples and oranges on that front. But that's 5,760,000,000 ISK with no real risk to any player, and no real player input.
So let's say that moon mining gets converted to a PI activity run from drilling platforms anchored around Dysprosium moons. If you make 8M per hour as a guy running a PI setup on a Dysprosium moon, you'll be making 5,760,000,000 per month. Except of course, now your drilling platform, which doesn't have the guns and defences of a Citadel, is vulnerable to some clown with an Entosis link turning off your drilling platform's drill.
You probably, therefore, have to actually manage the platform in some fashion. People have to defend the platform actively, or their nominal 5,760,000,000 ISK per month starts to dwindle. It becomes more than a one man job, done for the alliance.
Or, let's assume you forget to refresh the cycle. You lose money, Dy production.
Or let's assume that you can anchor more than one drill on a dysprosium moon. Oh. My. Glob. Honey, you've got competition, girlfriend. Maybe more dysprosium gets produced.
In the end, I look forward to entosis pinging moon goo drills, or depending on anchoring times, etc, maybe you can sneakily jack up a small drill off a dysprosium moon and leave it mining for a few hours during the off TZ of the sov holding alliance, and ninja yourself wads of Dyspro.
But at the end of the day, a more active, dynamic and entosisable moon goo architecture is coming and all this claptrap about how the T2 market is going to collapse is just hurfing and blurfing from the owners of the current monopoly. Bawww. See these tears, they are from the crocodiles.
Doctor Prince Field Marshall of Prolapse. Alliance and Grand Sasquatch of Bob
We take Batphones. Contact us at Hola Batmanuel - Free call 1800-UR-MOMMA
~~ Localectomy Blog ~~
|
bp920091
Black Aces Against ALL Authorities
98
|
Posted - 2015.06.18 08:19:09 -
[220] - Quote
Trinkets friend wrote:
But at the end of the day, a more active, dynamic and entosisable moon goo architecture is coming and all this claptrap about how the T2 market is going to collapse is just hurfing and blurfing from the owners of the current monopoly. Bawww. See these tears, they are from the crocodiles.
If a complete rework of the T2 production chain was intended by CCP, you'd think they'd at least announce it at least a few months before it went live.
Also, i dont think you quite know how rare R64 moons, especially Dysprosium are.
Most alliances will own 1-4 Dyspro moons, maybe (Big empires dont count, as they are going to get ultra-rich from taxes and renters in any case), and they go mostly to fund the quite substantial sov cost, which will remain (unless CCP's announced that they are doing away, which I sure havent seen). This also does not count things like Office costs (quite expensive in NPC 0.0), infrastructure upgrades (a JB is roughly 1.3b/month, for both ends), and other quite substantial costs *cough* SRP *cough*
I personally wont really be affected by any sort of collapse of the T2 market to a significant degree (got enough of a cash stockpile that i can weather 50m T2 hardeners pretty well), it's the average person in eve that's gonna feel the hurt.
Also, I specifically chose Dysprosium as an example because it was the MOST profitable moon (far more than it will be, long term), you forget that I am more focused on things like Platinum and Chromium, very LOW value moons, but who'se quantity of supply needs to be astronomically higher to keep things anywhere close to what they are now, price wise.
Perhaps it's becuase you spend all your time in WH space, but i also dont think you have any idea how much m3 is required for moons, both import and export. Small time people, even if they can MINE the stuff, are going to have a VERY hard time even GETTING it to highsec to sell. Unless, of course, moving 1,000,000 m3 of platinum from deep 0.0 to highsec is something that comes easy to you, and easy for everyone, then I dont have much of a leg to stand on.
Finally, if CCP allows more than one miner on a moon, all that it'll mean is that big alliances will have 100+ alts on a R64 moon, and massively shut-out the market, keeping the existing profits for themselves, but obliterating any efforts that a relatively small alliance (who cant spare 500 people a night to farm hundreds of billions) to make any money. |
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Barrogh Habalu
Forever Winter Absolute Zero.
902
|
Posted - 2015.06.18 09:42:35 -
[221] - Quote
I really like the idea. As long as CCP are intending to remake moon mining into activity that can be freely interacted with on a personal level. I mean, this means it will require people to actively mine stuff, protect such mining nodes. It will make attacks on miners potentially more impactful, it will allow for ninja mining.
Sounds good, but there are things to consider. |
Not that Forumguy
Hedion University Amarr Empire
2
|
Posted - 2015.07.03 15:24:38 -
[222] - Quote
I am very interested in being able to build a trade outpost / market building, the way i would prefer it to work it that you build one and other people pay a docking fee to buy and sell items at the structure with mooring, other then that it would be free for anyone to use. maybe people could also flag urgent items, also anyone would be able to use the structure no password etc. |
E1ev1n
Unknown Crusade
4
|
Posted - 2015.07.05 14:46:14 -
[223] - Quote
To me a market Hub sounds like a shopping mall. Would we be able to say set up market stalls based on type groups of items or whomever is selling them as a way to facilitate branding of in game assets and then planting billboard saying things like "Get your big Gulp at 7-11 today" and have a market stall called 7-11?
In conjunction with the first question asked, are we going to be able to actually leave our quarters, interact with others and move about in these social areas, and say have a corporate meeting in say a board room or another meeting place to press flesh so to speak? |
Hanna Monntanna
Sisters of Steel Moist.
0
|
Posted - 2015.07.06 07:24:44 -
[224] - Quote
Christopher Mabata wrote:Haters GonnaHate wrote:please open moon mining up to the masses as a higher tier PI. the vast majority of moon goo is handled by very few people at the top of alliance leadership at the expense of its members. Not only are these profits often pocketed by these individuals but some even go as far as to engage in RMT. Moon goo production should be accessible to any and all that wish to take the time to engage in it. It already is, put up a POS on a moon, start mining, run your own reactions or sell raw. Of course you also need to be able to defend it should it be a particularly valuable moon, which is nobody elses fault but your own if you cant manage that for biting off more than you could chew. Besides why should they punish players who took that step, made the investment, and have been defending towers and then taking the profits? I see no logical reason for that what-so-ever.
Sorry, but I think the exclusive moon mining should come to an end. And the reason is, that new players have no practical chance to find a free moon with any valuable material. Even in renting space, alliances reserve the R64 and R32 moons for themselves. The second reason is, that moons are so large celestials, there is no logic behind it, to allow only one POS. I even go farther: moon goo deposits should deplete after some time. Maybe the total return on invest could be like a factor of five, but moon harvester should not stay ISK-printing machines.
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Felix Judge
Gallente Rebels Inc. Villore Accords
26
|
Posted - 2015.07.07 13:24:56 -
[225] - Quote
Hanna Monntanna wrote:Sorry, but I think the exclusive moon mining should come to an end. And the reason is, that new players have no practical chance to find a free moon with any valuable material. Even in renting space, alliances reserve the R64 and R32 moons for themselves. The second reason is, that moons are so large celestials, there is no logic behind it, to allow only one POS. I even go farther: moon goo deposits should deplete after some time. Maybe the total return on invest could be like a factor of five, but moon harvester should not stay ISK-printing machines.
Harvesting valuable moons is end-game content. (Which I unfortunately do not partake in either, but sure wish...) New players have about the same chance in participiating as a Lvl-10-Famous-Fantasy-MMORPG-character has in participating in a heroic boss raid. And that sounds ok to me.
Also, being able to harvest those moons comes with an enormous effort - not so much in setting up the POS and logistics, but in maintaining the ability to defend it. The ISK-printing is the reward for that. Actually, anybody CAN harvest those moons - just go ahead and organize a strong enough group that is capable, and swiftly reap your reward.
About the depletion, I think so too. With it, moon prospecting would be another promising career. |
Dale Thellere
FreedomWerks Logistics and Mining
17
|
Posted - 2015.07.13 19:00:12 -
[226] - Quote
I am guessing this particular structure fits along with this blog: http://community.eveonline.com/news/dev-blogs/shake-my-citadel/
Market hubs will probably be the best place to start with these structures. Not only do you still get to go forward with the overhaul of the existing POS structure mechanics, you get to do it in a way that isn't going to affect open space in a way the others describe that could be potentially unbalancing.
I am hoping a time frame will be given soon on this for when it will hit singularity. |
Trinkets friend
Sudden Buggery Prolapse.
2572
|
Posted - 2015.07.15 12:50:23 -
[227] - Quote
Christopher Mabata wrote:Heres a Question I haven't seen anyone ask yet
How will mobile siphon units adapt to the new structures?
If your drilling platform is an active process then siphons become useless since everyone will see you place it, but if its not, how do we determine what it can harvest?
Will it steal during the reprocessing or compressing process? Will they reserve some of the mined materials directly?
Hahaha, you work under the presumption that siphons are worth using. People are fetching the API data on whether the array is full enough, porting it to an app, which sends a push notification to ytheir mobile phone alerting them within minutes of a siphon stealing materials out of the bin. So when the API betrays the siphon, the owner logs in, hoofs it over in a ceptor or Victorieux Luxury Yacht, and uses a POS gun to scrape the siphon off.
The best thing to do is remove siphons from the game, they are a joke.
Doctor Prince Field Marshall of Prolapse. Alliance and Grand Sasquatch of Bob
We take Batphones. Contact us at Hola Batmanuel - Free call 1800-UR-MOMMA
~~ Localectomy Blog ~~
|
Miss Iniquitous
Razing Demolitions
1
|
Posted - 2015.07.23 14:03:05 -
[228] - Quote
This will be a very interesting change with the drama that might ensue with moons.
Some concerns I have are;
Moon Mining - Many people that do moon mining on low value moons operate on very small margins in a very competitive market. Due to the nature of moon mining and reaction mechanics they are usually producing in bulk. My point is that it may be passive but there is a lot of brain work that goes in to managing these chains. From logistics and maths, calculating your profits and losses. Not to mention the risks these people take when making large investments in structures that fit into their POS industry set up. (To a huge alliance or a trillionaire player these risks may be nothing, or a worthy sacrifice, but not to the small guys).
It takes a lot of investment, patience and knowledge to get started in this industry which in my opinion has a good risk/reward ratio in its current form. I would not like to see this risk/reward skewed. From the point of view of a small industry corporation.
The idea some have shared above regarding sharing one moon's abundant minerals across multiple drilling platforms or (multiple poses) competing for the one resource is worrying. As there would be no margin what so ever on certain moons.
However maybe over time and after the markets get over the change it would equal out and the value of things would adapt to allow room for competition on such resources.
I admit the idea of putting another industry corporation out of business by setting up loads of drilling platforms leeching the moons they are using rendering theirs useless by being turned into a ISK sink hole is appealing but I worry that this would mainly benefit ISK rich individuals and big Alliances.
The idea of fuel not being required blows my mind, I can't begin to imagine how the market would be affected.
Questions I'd love answers to;
- What steps will CCP take to minimize any negative impact these changes may have on EVE's Markets? - Are CCP considering replacing active POS and all their structures with the new structures and fittings? To clarify the second question; If at the time these changes are rolled out. Will my current anchored and online POS be replaced (in space) with the new structures and fittings required to continue operating as it was before the change? If not - does this mean I will have to personally un-anchor all my POS structures and then have to start all over again with anchoring and fitting of the new POS structures and fitting?
Miss Iniquitious
|
Lu Ziffer
Jelly Baby Corporation Fidelas Constans
26
|
Posted - 2015.07.25 22:43:49 -
[229] - Quote
The Drilling Platforms should not drill anything better call them Processing Plattforms.
What should they do what are there limits? -process ressources -give information on potential mining sites -have a limited processing capability
I realy think this should only be introduced with a mayor overhaul to what is today moonmining, PI and asteroid mining. I know it is a huge proposal and a lot will not like it basic ideas are -All ressources can be found everywhere -- no differance between highsec and 0.0 --asteroids have todays moonminerals, PI and asteroid minerals in them
-Introduce Mining capitals (yes you hate them) --they are realy expensive somewhere 5-50bil ISK --they can "land" on moons and harvest them --they can brakeup huge asteroids to make them more accesiable. --moons have todays moonminerals, PI and asteroid minerals in them just a lot more then asteroids. --to balance that subcapital mining ships can target what they want to mine capitals just take it all --they are a huge target to destroy an alliance mineral supply.
-Asteroids get a real world ressource combination --that means 95% are tritanium, pyrite, atmospheric gases, r8 moonmins and wortless PI stuff. --this creates a serious drawback for the mining capitals as they have to deal with 95% low value high volume resources. |
Galphii
Oberon Incorporated Get Off My Lawn
316
|
Posted - 2015.07.30 01:45:02 -
[230] - Quote
Rorquals and orcas generally just sit at a pos giving out mining fleet bonuses at the moment. Basically, people use an alt to provide a function that could be given to a structure. How about having one of the upgrade options for a mining platform be mining boosts to allied ships in system? Then the rorq and orca can be re-purposed for sexy new tasks *cough* capital mining ship *cough*.
"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.
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Anthar Thebess
1247
|
Posted - 2015.07.31 11:19:47 -
[231] - Quote
Make them similar to current planetary operations , where you need to shift the mining headers around the planet. I don't state - make them available to every one , just make them requiring more active operation.
Next thing , interesting this is not limiting the output form the single platform but from the moon.
So you can have 1 mining platform that mine up to 500 of different minerals /h , or 5 mining 100 minerals /h
Why? More player to player interaction - more drama - more things to contest , and ways to contest
Think about creating way to manage PI and similar moon mining operation by some phone app .
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
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Not that Forumguy
Hedion University Amarr Empire
3
|
Posted - 2015.08.03 21:26:30 -
[232] - Quote
Any thoughts Definitely would like two structures, one that i can build for pvp that can defend itself and has an effect on enemies in a system (to your alliance / corp) such as negative bounty payment etc that you could build offensively in their system or defensively in your system.
And a trade building where anyone can pay a docking fee to trade items. |
DrysonBennington
Aliastra Gallente Federation
227
|
Posted - 2015.08.06 11:08:22 -
[233] - Quote
What about Hubs and Drilling Platforms that could be configured to operate similar to how the T3 Destroyers operate?
For Drilling Platforms You could select Moon Mining, Gas Harvesting, Ice Harvesting or Asteroid Harvesting each having its own configure sequence like the T3 Destroyers have that would take ten minutes to configure between each configuration.
Each Platform would have Mining Configuration and Defensive Configuration with a few sub category selections such as Mining Drone Bonuses, Cycle Time Reduction, Strip Mining Laser Range and Ore Yield bonuses that could be selected, Two of the four bonuses could be selected with the time between each bonus selection taking five minutes to complete. For Defensive Configuration All resistances of the Platform would see an increase of 35% as well as Combat Drone bonuses of increased velocity, resistances and optimal range increase just like Mining Configuration the Combat Drone bonuses could be selected and would take a minute to configure between each configuration. |
Corraidhin Farsaidh
Farsaidh's Freeborn
1505
|
Posted - 2015.08.06 11:33:42 -
[234] - Quote
Make the rorqual the drilling platform, engaging the industrial core transforms the ship much like marauders in bastion, making it static for the duration of it's drilling platform duties. When in 'ship' form the only thing it can do is move, all offensive and industrial modules are offline. |
Aischa Montagne
Blut-Klauen-Clan
8
|
Posted - 2015.08.16 22:22:15 -
[235] - Quote
One Service Idea for Market Hubs: Agent Offices: They will provide some space for NPC Agents. Which Agents move into the Office depends on the Structure Owner Standings. The better the Standing the more likely a Agent from that corp will come and offer Missions. The more an Agent is used by the players the more influence it gets within the NPC Corp and rise in level. Or the Owner can Hire Agents from a NPC Corp in Order to Populate he office.
Down the road there could come some Player driven Agents. So Player can set up missions for other players. This is of course only a crazy addition.
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Davis TetrisKing
The Vendunari End of Life
104
|
Posted - 2015.08.20 09:00:48 -
[236] - Quote
This goes for any of the new structures, but I'm curious to see if there have been any thoughts on restrictions the number of these things that can be in each system.
Current POS mechanics restrict it to one per moon, which drives competition (limited space/resources), provides vast differences between systems (some have lots of moons, some only a few) and somewhat restricts the clutter.
Looking at the proposed mechanics there is nothing stopping the rampant proliferation of these in space. I can see there being 100s of them in Jita and never being able to navigate my scanning window again.
Given there are different classes it could be possible to have varying restrictions, eg mediums at moons, large at planets and XL at sun (or just 1 per system).
I think competition for real estate is healthy for the game. I really don't want to see 100s of Mediums just floating around abandoned everywhere because people just put them up for something to do and noone has any real reason to take them out. |
Aischa Montagne
Blut-Klauen-Clan
9
|
Posted - 2015.08.24 14:48:46 -
[237] - Quote
Davis TetrisKing wrote:This goes for any of the new structures, but I'm curious to see if there have been any thoughts on restrictions the number of these things that can be in each system.
Current POS mechanics restrict it to one per moon, which drives competition (limited space/resources), provides vast differences between systems (some have lots of moons, some only a few) and somewhat restricts the clutter.
Looking at the proposed mechanics there is nothing stopping the rampant proliferation of these in space. I can see there being 100s of them in Jita and never being able to navigate my scanning window again.
Given there are different classes it could be possible to have varying restrictions, eg mediums at moons, large at planets and XL at sun (or just 1 per system).
I think competition for real estate is healthy for the game. I really don't want to see 100s of Mediums just floating around abandoned everywhere because people just put them up for something to do and noone has any real reason to take them out.
I think I read somewhere that soft restrictions are preferred. So you could end up with a fee per month your Space Station costs. In Jita you pay an horrible ammount. On System XYZ it is quite Cheap. That could increase competition because a company has a benefit if she kicks your Station. At planet Obstacles it is well only interesting if someone wants something.
However it would be cool if some soft factor like system Population would parameterized the cost per system. In a unhabitant System Cost rise quickly, while habitat Systems can run more Stations. Maybe some Way for people to influence System Population would be supercool too. Maybe there could be Agent Mission to transport people or there could be a growth formula, that increases when certain things are delivered like food... Giving some Ressourcen in the game reason.
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Harry Saq
Blueprint Haus Blades of Grass
120
|
Posted - 2015.09.01 03:11:05 -
[238] - Quote
Hanna Monntanna wrote:Christopher Mabata wrote:Haters GonnaHate wrote:please open moon mining up to the masses as a higher tier PI. the vast majority of moon goo is handled by very few people at the top of alliance leadership at the expense of its members. Not only are these profits often pocketed by these individuals but some even go as far as to engage in RMT. Moon goo production should be accessible to any and all that wish to take the time to engage in it. It already is, put up a POS on a moon, start mining, run your own reactions or sell raw. Of course you also need to be able to defend it should it be a particularly valuable moon, which is nobody elses fault but your own if you cant manage that for biting off more than you could chew. Besides why should they punish players who took that step, made the investment, and have been defending towers and then taking the profits? I see no logical reason for that what-so-ever. Sorry, but I think the exclusive moon mining should come to an end. And the reason is, that new players have no practical chance to find a free moon with any valuable material. Even in renting space, alliances reserve the R64 and R32 moons for themselves. The second reason is, that moons are so large celestials, there is no logic behind it, to allow only one POS. I even go farther: moon goo deposits should deplete after some time. Maybe the total return on invest could be like a factor of five, but moon harvester should not stay ISK-printing machines. Couldn't agree more! Make moon mining an active task where sov makes it profitable. Get rid of this stupid rarity passive income islands of profitability, and redistribute randomly, or atleast where the drilling platform can be upgraded to best find stuff you are interested in. |
DB Jones
The E-Cartel
5
|
Posted - 2015.09.05 06:42:48 -
[239] - Quote
Enta en Bauldry wrote:Just want to note that a functioning market structure that can be configured for corp/alliance only AND works in W-Space would get rid of a major headache for me and quite a few people I fly with.
How it's to be implemented I don't know but as long as you can do something along the lines of;
Buy Trimark Armor Pump II in Jita Bring it into JXXXXXX system, drop it into market structure (or something like a PHA?) Place an order for it in system, only visible to corp (perhaps even specific title!) Different player buys item and takes it out of the structure, fits it to their ship
I'm looking forward to the first public drafts.
Market orders visible only to X seems like a bad idea. There's already contracts serving this purpose which can be made available to corps, alliances and players individually, and with the new structures this will also be possible in j-space, right?. By making a market order only visible to corp you take away the "market PvP" aspect, which isn't awesome at all. |
Anthar Thebess
1296
|
Posted - 2015.09.09 08:25:43 -
[240] - Quote
Another idea. Make drilling platforms big launchpads of mining vessels. Drilling platform , depending from size, can store up to 50 mining vessels that are replenished by players. ( let say building each cost 100k )
Each hour mining platform send 1 of them to defined moon to mine all minerals located there , and can receive back one sent hour ago hauling back minerals.
Now the fun part , players cannot affect the newly sent mining barge, but the returning barge can be interdicted and destroyed. To simplify , after getting out of the moon , mining barge recharge capacitor on the moon orbit for 10 minutes.
This way we give totally new system , targets to shoot ( and hunt), and new reason for conflict ( if 10 players want to mine a r64 moon , they will get 1/10 of minerals located on moon).
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
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Skorn Blacksword
Maas Industries
22
|
Posted - 2015.09.10 12:40:01 -
[241] - Quote
Would These Structures be deploy-able in W-Space? Making more gas/asteroid fields would be nice, but I'm thinking of mining a moon goo specifically. Many would argue that W-space is to safe for such work, but if it was limited to just the more common with an occasional decent one that wouldn't be a big deal would it? Acually as bloody the battles for good moons go in Low a decent moon in W-space would be a content battle field.
Any thoughts? |
Anthar Thebess
1301
|
Posted - 2015.09.10 13:29:57 -
[242] - Quote
Skorn Blacksword wrote:Would These Structures be deploy-able in W-Space? Making more gas/asteroid fields would be nice, but I'm thinking of mining a moon goo specifically. Many would argue that W-space is to safe for such work, but if it was limited to just the more common with an occasional decent one that wouldn't be a big deal would it? Acually as bloody the battles for good moons go in Low a decent moon in W-space would be a content battle field.
Any thoughts? I think there is to much WH moons. Problem in contesting WH moons is that constantly changing connections makes them hard target to maintain for any one not dedicated to live in this specific system - and because of this they are to safe.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
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Amyclas Amatin
SUNDERING Goonswarm Federation
685
|
Posted - 2015.09.17 01:48:22 -
[243] - Quote
All I want to know is: can I entosis all of this stuff?
Or is fozziemechanics something that sov structures alone have to suffer.
For more information on the New Order of High-Sec, please visit: http://www.minerbumping.com/
Remember that whenever you have a bad day in EVE, the correct reponse is "Thank you CCP, may I please have another?"
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Supreme Authority
Domunation High Command AII ShaII Perish
0
|
Posted - 2015.09.18 21:12:08 -
[244] - Quote
What are the odds of moons in wormholes becoming things that can be mined? Perhaps as a way to offset the downside that if we lose a citadel in there the only way to recover our possessions is by building another one. Not having the option to deliver them any other way is a pretty large penalty. Drilling platforms should also be forced to be built in a moons orbit as well in my opinion if used for that purpose. Seems lacking in continuity and unrealistic for moons to be able to be mined everywhere else in the game with no real reason given for it not working in J Space. |
Supreme Authority
Domunation High Command AII ShaII Perish
0
|
Posted - 2015.09.19 01:35:00 -
[245] - Quote
Anthar Thebess wrote:Skorn Blacksword wrote:Would These Structures be deploy-able in W-Space? Making more gas/asteroid fields would be nice, but I'm thinking of mining a moon goo specifically. Many would argue that W-space is to safe for such work, but if it was limited to just the more common with an occasional decent one that wouldn't be a big deal would it? Acually as bloody the battles for good moons go in Low a decent moon in W-space would be a content battle field.
Any thoughts? I think there is to much WH moons. Problem in contesting WH moons is that constantly changing connections makes them hard target to maintain for any one not dedicated to live in this specific system - and because of this they are to safe. Sounds like it will encourage people to raid them for killmails knowing there is no sovereignty protection mechanisms. Which makes more content. I thought people liked content? Perhaps I am mistaken. There are moon goo siphons as well. Nothing is safe in EVE. Defenders destroying those is a second content opportunity, is it not? If we're going to rock the market with extreme changes (a la POS fuel) why not squeeze other changes in too? |
Anthar Thebess
1307
|
Posted - 2015.09.20 11:43:04 -
[246] - Quote
WH space is unique , and better leave it this way. I don't think WH people want to have new WH bloobs that will focus on controlling most profitable WH moons.
Currently , excluding reactions, all isk from WH require active approach .
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|
Lugh Crow-Slave
1240
|
Posted - 2015.10.04 19:01:07 -
[247] - Quote
Anthar Thebess wrote:WH space is unique , and better leave it this way. I don't think WH people want to have new WH bloobs that will focus on controlling most profitable WH moons.
Currently , excluding reactions, all isk from WH require active approach .
Even running reactions in wh takes more activity than the pi
Moons need to stay bare in wormholes even though I would love cheaper hacs all areas of space need to be missing something they can only get from other areas
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Anthar Thebess
1317
|
Posted - 2015.10.05 12:58:37 -
[248] - Quote
Lugh Crow-Slave wrote:Anthar Thebess wrote:WH space is unique , and better leave it this way. I don't think WH people want to have new WH bloobs that will focus on controlling most profitable WH moons.
Currently , excluding reactions, all isk from WH require active approach . Even running reactions in wh takes more activity than the pi Moons need to stay bare in wormholes even though I would love cheaper hacs all areas of space need to be missing something they can only get from other areas
Actually i hope for the same. When i live in guristas space i can make cheap caldari ships, when i live in sansha space i can make cheap amarr ships.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|
Justin Cody
Hard Knocks Inc. Hard Knocks Citizens
315
|
Posted - 2015.10.19 02:24:55 -
[249] - Quote
Anthar Thebess wrote:WH space is unique , and better leave it this way. I don't think WH people want to have new WH bloobs that will focus on controlling most profitable WH moons.
Currently , excluding reactions, all isk from WH require active approach .
you're stupid. WH moons don't produce anything. They are all dead moons. biomass please |
Erasmus Grant
High Flyers
27
|
Posted - 2015.10.26 11:16:55 -
[250] - Quote
Why not have sentry gun like system to go along with Citadels? That can be automated or be control by players. |
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Anthar Thebess
1361
|
Posted - 2015.10.26 11:55:53 -
[251] - Quote
Justin Cody wrote:Anthar Thebess wrote:WH space is unique , and better leave it this way. I don't think WH people want to have new WH bloobs that will focus on controlling most profitable WH moons.
Currently , excluding reactions, all isk from WH require active approach . you're stupid. WH moons don't produce anything. They are all dead moons. biomass please
What did i stated? That idea about mining something from WH moons is bad?
The only passive income is from reactions, and you need to bring all from higsec.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
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Drummie Care
Belgian Bunnies v2
0
|
Posted - 2015.10.26 12:12:34 -
[252] - Quote
Drilling platforms: If I understand it well, you can let the structure do the mining/harvesting? Awesome! |
Ekaterina 'Ghetto' Thurn
Department 10
254
|
Posted - 2015.10.27 12:12:13 -
[253] - Quote
Will the drilling platforms be anchorable in high sec systems
Will they be able to be used to compress ore in high sec systems
" They're gonna feel pretty stupid when they find out. "-áRick.
" Find out what ? "-áAbraham.
" They're screwing with the wrong people. "-áRick.
Season four.-á-á ' The Walking Dead. ' .
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Red Serenity
Hide From The Tax Man
3
|
Posted - 2015.10.27 20:47:27 -
[254] - Quote
Sense you are going to all this trouble to re-vamp the structures. I was curious how hard it would be to replace a vast majority of the current NPC run stations with player-owned stations that individuals can control (excluding main station hubs and new player stations of course). It could even be an auction system from the npc corporations. They then could also be tradable to others.
With this system those of use who love the management side of Eve can operate a station that others come to visit or live out of. We could possible also bid on mission npc's to work out of the station and collect taxes and fees. While placing orders for required materials to maintain the station.
Just a thought, but I would invest 100b isk if the long return reward would pay off.
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Miss Iniquitous
Razing Demolitions
2
|
Posted - 2015.10.28 11:21:52 -
[255] - Quote
Question: Will Freighters and Jump Freighters be able to safely manage Drilling Platforms? (Can they safely warp to the structure, manage it while being invulnerable to attack like you can at present when inside a POS shield?)
Miss Iniquitious |
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CCP Ytterbium
C C P C C P Alliance
4379
|
Posted - 2015.10.28 14:11:51 -
[256] - Quote
Removing sticky. Still want your feedback but we need room for other thread in this subforum. New pinned thread will be pointing to this one. |
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Lady Aesir
Ghost Recon Inc
19
|
Posted - 2015.11.01 23:44:13 -
[257] - Quote
Will a JF be able to dock in the M, L Citadels as setting a market will be very limited if not. |
Soldarius
Naliao Inc. Test Alliance Please Ignore
1412
|
Posted - 2015.11.03 14:48:03 -
[258] - Quote
Lady Aesir wrote:Will a JF be able to dock in the M, L Citadels as setting a market will be very limited if not.
They can dock in the large and XL citadels. They can only be tethered at the mediums.
In general, I think a lot of us would appreciate an update on the status of drilling platforms.
http://youtu.be/YVkUvmDQ3HY
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Korbin Valenroth
Actio Non Verba
8
|
Posted - 2015.11.19 20:10:37 -
[259] - Quote
Just as a clarification, these citadels would be able to function as a freeport right? Access could be granted to the public in addition to corp or alliance pilots correct? |
bp920091
Black Aces I N F A M O U S
98
|
Posted - 2016.02.11 07:59:21 -
[260] - Quote
Soldarius wrote: In general, I think a lot of us would appreciate an update on the status of drilling platforms.
Good Luck, first reply from CCP that we got was about the sticky change. 6 months after they started the thread.
Look, I dont mind that you want to keep things under wraps. Can we at least get a rough ETA on how long Moon Mining and Reactions are going to be, even wildly off deadlines? i'm fine if it's in a general Calendar Quarter, and even off by 1-2 (ie, are we looking at Q3-4 2016, or Q1 2019). We dont need exact info, even just a rough timeframe would be helpful.
Even if you cant give answers, can you at least say "Yes, we've at least glanced at this thread once" |
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Scipio Artelius
The Vendunari End of Life
44512
|
Posted - 2016.02.11 08:12:13 -
[261] - Quote
Soldarius wrote:Lady Aesir wrote:Will a JF be able to dock in the M, L Citadels as setting a market will be very limited if not. They can dock in the large and XL citadels. They can only be tethered at the mediums. In general, I think a lot of us would appreciate an update on the status of drilling platforms. You sure. I thought that changed so that Freighters/Orca can dock in a Medium:
https://m.reddit.com/r/Eve/comments/3qkr10/citadel_tethering_docking_and_asset_safety_recap/
Come Win At Eve - Join The Vendunari
|
Soldarius
O C C U P Y Test Alliance Please Ignore
1469
|
Posted - 2016.02.15 18:50:03 -
[262] - Quote
Scipio Artelius wrote:Soldarius wrote:Lady Aesir wrote:Will a JF be able to dock in the M, L Citadels as setting a market will be very limited if not. They can dock in the large and XL citadels. They can only be tethered at the mediums. In general, I think a lot of us would appreciate an update on the status of drilling platforms. You sure. I thought that changed so that Freighters/Orca can dock in a Medium: https://m.reddit.com/r/Eve/comments/3qkr10/citadel_tethering_docking_and_asset_safety_recap/
It does indeed say that. I stand corrected.
http://youtu.be/YVkUvmDQ3HY
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Cyan Moonwinder
Cyta Corp
3
|
Posted - 2016.04.06 14:59:01 -
[263] - Quote
Been reading into the Reprocessing Module Rigs on the test server and I feel that the Medium 'hisec' one should affect all types of ore and ice, not just hisec ores. Retain the same low reprocessing rate of 52% specifically for Hisec, as intensive reprocessing arrays with their higher bonus aren't allowed within hisec at all. Perhaps make a specific set of rigs designed for Hisec systems only, as you will with the non-hisec modules, then a 54% module for lowsec and beyond.
I feel that if Medium Citadels are the replacement for Starbases, they should at least maintain the equivalent of their features. |
Ver'sa
GoonWaffe Goonswarm Federation
1
|
Posted - 2016.04.12 15:48:45 -
[264] - Quote
Hi there!
As a game designer, I absolutely enjoy discussing theory on how to add fun, new, and engaging features, especially with industry!
So when it comes to a specialized structure that focuses on mining, harvesting, reprocessing, etc., here are a few thoughts on the design as the currently released details are a little vague.
When it comes to game theory, I first want to establish that I don't want to fix something that isn't broken. However I feel that there are some fixes that can be made to stream-line a process by improving / replacing features.
First let's establish the industry's current model and its basics.
1. Resource gathering methods and buffs. 2. Resource processing methods and buffs.
1. Currently, you can gather resources through the following methods: -Asteroid and Ice mining (Ship required) [Orca/Rorq buffs, Mining Upgrades] -Gas Harvesting (Ship required) [Only hull bonuses] -Planetary Interaction (Customs Office required) [No buffs] -Moon Harvesting (Starbase required) [No buffs] -Exploration (Ship required) [Exploration Upgrades] -Salvaging (Ship required) [Salvage Upgrades] -Item Reprocessing (Outpost/Starbase required.) [Implant upgrades]
2. Currently, you can process these resources through the following: -Outpost Reprocessing Facility -Reprocessing Array (Starbase only) -Reactions (Starbase only)
This current model shows that only sub-capital industry ships can gather resources, further improved by the presence of capital industry ships. In order to harvest a moon, a player is required to get special rights from the governing power that holds the system to establish a star-base.
If you are familiar with the current industry model, you can figure out where the road-blocks are for player progression and artificial barriers that prevent players from moving into end-game content for structures, harvesting, and production.
In hopes that the new structures will eliminate these artificial barriers, here's what I would like to propose.
***@ CCP, please take these ideas, you have full rights to all that I provide in hopes that it improves the game.***
Proposed Drilling Platform Mechanics: With a structure dedicated completely to the role of resource gathering and processing, this needs to be a target representative of the good old concept of risk vs. reward. So this structure needs to be that, something that is costly, something that makes a lot of isk, and something that people want to blow up! There needs to be enough incentive for someone to build one of these so that they can further improve their isk per hour.
Let's take carrier ratting for example. It was a model of isk-making that allowed for players to plant an expensive asset in a site, being minimally involved, and able to make a decent amount of isk per hour. This adhered to the risk-vs-reward concept as some people who were less than attentive to their surroundings would find themselves sometimes with a number of hostiles taking advantage of the unaware capital pilot.
It is with my recommendation that the drilling platform replaces this role, allowing players to invest into an asset that they can then plant in a site, make a lot of isk, and provide other pilots a target worth the value.
Mining: Mining at the moment is limited to sub-capital ships with capital boosting. Frigates and mining barges reach their maximum potential through mining upgrades, drones, and mining-boosts from Orcas and Rorquals. With the idea of seeding small planetoids or megaliths, this could humor the idea of a mobile-structure. Drilling platforms are limited only to the system it was built in. It has the ability to move from one location to another, however the time it takes for this to happen may vary. When a drilling-platform arrives upon a planetoid, it will start mining the planetoid much like a barge would mine an asteroid, however the platform will remain on the planetoid for a long while (perhaps a few hours, days, or maybe a week?) While the drilling platform collects its own materials, this can dislodge smaller, more valuable asteroids that require barge/frigate based mining, encouraging the use of ship-based mining as it can be significantly boosted by mining in proximity of the drilling platform.
As for orcas and rorquals, if there is a rorqual fielding support, it would be nice to see an orca having an alternative use, perhaps as a capital-sized mining barge, that way it gives an orca a use while a rorqual is fulfilling the role of a mining booster. Maybe the orca and rorqual can be equipped with battleship / capital sized mining lasers?
Perhaps the drilling platform can provide boosts that the orca and rorqual doesn't currently have.
Tugs: Another mechanic I would like to propose for drilling platforms are Tugs. Since the idea of a capital mining barge / drilling platform means the ship/structure is limited in mobility, another way people can invest their time into making isk is more about moving rocks to the drilling platform versus mining the rock directly. Perhaps a single or multiple tugs can move a very large asteroid in proximity of a drilling platform / capital mining ship, allowing for resource gathering in a different sense.
Ice Mining: Same idea as above. Like the planetoids, perhaps comets can be seeded into the game. This can replace plane-jane ice-fields and provide a fun mini-game of scanning, collecting, and grabbing speeding comets, tractoring them in from extreme distances and bring them in for harvesting, or again through the use of the previously proposed Tugs. |
Ver'sa
GoonWaffe Goonswarm Federation
1
|
Posted - 2016.04.12 15:49:56 -
[265] - Quote
Moon Harvesting: The current model with star-bases requires 1 tower per moon in order to harvest its materials. This tower is permanently stationed here until dismantled or destroyed. It continues to extract resources as long as the controlling players continue to interact.
With a drilling-platform, this can be established in the same way as towers, permanently stationed. I can also see this as proposed with the mining section, having a mobile-platform that can warp between moons, depending on the platform's controller's needs.
Gas Harvesting: Seeding large nebulae like the planetoids can establish a use for platforms and gas harvesting. I'd like to see more products come to use through the use of gases. Perhaps the platform has a bunch of gas harvesters equipped in its high-slots, sitting in a cloud and sucking in resources over time.
Reprocessing: The drilling platform absorbs the need for a reprocessing array or reprocessing facility. Different mods or rigs can affect the waste lost from processing much like implants and skills do.
Salvaging: Since the drilling platform will be designed for gathering resources, it should be equipped with built-in mobile tractor units, tractoring in wrecks and cargo-containers.
Planetary Interaction: This will be handled by Market Hubs as they will replace customs offices.
New Industry Proposals: -Complete Industry: Every object in the game is a resource of some type. Destroyed outposts, NPC mining colonies, the Black Monolith. Every object in the game should be broken down to smaller, more useful resources/salvage. It's the high-future where the denizens of Eve are beginning to understand the very nature of space-time, chemistry, and physics.
-Star Interaction / Solar Harvesting: I just wanted to sneak this in because I like to see every object in the game as an intractable item that players can use / benefit from. I can see drilling platforms designed for solar harvesting, sitting near stars and absorbing the resources coming from within. These resources can come in the form of something new, to better facilitate a wider array of player production. What those items could be, I'm not sure. Maybe they can acquire the energy to fuel some new Dooms Day weapons, Gates, structures, or new consumables. This could be the preface of a Dyson sphere.
Thanks for taking the time to read this post. Its with my hopes that what currently works isn't disturbed, and what doesn't work, is improved. At the end of the day, the biggest questions we can ask ourselves when it comes to game design is this: Is it fun? Is it challenging? It is rewarding? |
goblinmerch
Tactically Challenged Tactical Supremacy
0
|
Posted - 2016.04.21 01:45:05 -
[266] - Quote
CCP Ytterbium wrote:Hello people, We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog. This particular thread is going to focus on Market Hubs and Drilling Platforms.
- Market Hubs focus on trade, office, player to player cloning service, ship insurance, character customization services.
- Drilling Platforms focus on resource harvesting, mainly with reprocessing, moon harvesting, reactions, mining, gas harvesting, or new harvesting mechanics.
i want to have more info on how these drilling platforms are going to work this sounds like a good idea is it gonna be limited to one per character or are we gonna have to be actively doing a mini game with each character using the platform |
aulorana equlisers
The Council Evictus.
0
|
Posted - 2016.04.26 18:29:38 -
[267] - Quote
I'm not sure if this idea was brought up yet but here goes. Supposedly the boosts will be moved on grid. I have a suggestion. We all know that rorqual on grid will be subject to hotdroping non-stop with bombers roaming around null and blow them up. Rorqs, as they said, will have the ability to make the miners around itself and itself invulnerable and unable to engage which sould give time to PvPers to come and save them. My suggestion is that drilling structures should have a special spot on the buildings exterior for ORE capitals. I love how putting the rorqual into the special mode changes it's look, instead now, you'd park the rorq on the building, which would extend its boost range. This way, you could have a drilling facility just off grid and have a rorqual sit on it, boosting in a bigger AOE then default on grid. It would look amazing, it would have rorq relatively safe(you could still scan down the drill and attack it) and keep the usefulness of rorqual as a boosting mining ship ^^ |
Drago Shouna
Royal Amarr Institute Amarr Empire
351
|
Posted - 2016.04.27 07:13:31 -
[268] - Quote
This whole concept has me nervous right now.
On the face of it it looks like we are going to need 3 or 4 platforms to do what we can in a pos, refine manufacture etc. If we want to use the inherent bonuses.
Not only will we have to fork out for those, but all the fittings, modules, rigs and fuel for every single one.
All the while with a big target painted on the side. Still, they may be cheap enough to be semi disposable, but I doubt it. It was even mentioned in the blog that the rigs alone would be up to 10x more expensive than the platform itself.
So is it going to be a worthwhile investment? I guess we'll have to wait and see what the costs are going to be. But as a small indy/mining corp I have to able to recoup a. the original investment b. any loss of a platform c. in a reasonable length of time without it becoming a full time job just to keep up.
If not then my manufacturing/research at least will have to stay in a npc station, if it becomes uncompetitive then I'll have to reconsider and maybe stick to mining/missioning/exploring.
All in all I was looking forward to these changes, but someone needs to take a step back and think seriously about how this is going to impact the small/solo corps and more casual players. I know they said nothing was set in stone atm, but I think they'll get pushed through regardless (but I hope I'm wrong)
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marVLs
718
|
Posted - 2016.04.28 11:44:17 -
[269] - Quote
Pls just don't let drilling platforms spawn belts from nowhere... thats just dumb, what's next? Spawning planets for PI?
I like the idea of them being half ship half station
1. Player can get into structure and firstly scan system for passing by comets (new thing having rocks, ice and gas) and big asteroids (using new probes), when stuff is scanned platform warp to that element a drone like thing (just cosmetic thing like warping scan probes), and that drone will push asteroid/comet into platform, when it's near platform then structure pull it with gravity hook and place on own orbit. 2. From now on pulled asteroid/comet is ready for mining (and for everyone not only platform owner), You can mine it using mining ships or by platform itself which you control (it have mining lasers which player control like those on ships but with better yield so even if someone want to steal your comet, you will outmine him) 3. Platform depending how its fitted it can specialized in boosting fleet mining or mining itlelf better (player driven not passive) or just fitted for better and faster asteroids/comets pulling. 4. In future can be used for ring mining
Maybe pulling thing should take some time depending on distance but lets say average a few hours, so You must scan and pull and if want refit for mining etc, also You can scan, start pulling, let's say comet will arrive in 2 or even 6 hours, if you wont show up then someone else can mine it so You loose, especially if there will be chance for some epic comets and asteroids (with chance like for officer or little more)
Also could be cool if they can be moved without unanchoring (because of limited pulling range) lets say by warping but very slow and with very long pre warp stage.
PS. Something completely awesome would be if owner could push back those pulled asteroids into enemy ships thats attacking platform or just for fun |
Serendipity Lost
Repo Industries
1970
|
Posted - 2016.04.28 14:34:03 -
[270] - Quote
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. |
|
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
|
Mariko Musashi Hareka
Kaishin.
13
|
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?
|
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
|
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
|
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
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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
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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
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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
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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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Henry Plantgenet
Center for Advanced Studies Gallente Federation
172
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Posted - 2017.02.23 12:58:03 -
[301] - Quote
give a mining platform the possibility of warping/MWDing around? :D Sometimes that roid might be out of range or the moon you're mining is depleted (new feature) so move on to the next one for a modest fuel cost and start mining all over again? |
Mytrumpcard Golemov
Titan Core
1
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Posted - 2017.02.25 11:09:54 -
[302] - Quote
If i remember ccp created structures for stealing materials it would be nice if they get a revamp too to work with the new drilling platforms. |
Lexx Devi
Caldari Provisions Caldari State
4
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Posted - 2017.03.06 15:39:43 -
[303] - Quote
Mytrumpcard Golemov wrote:If i remember ccp created structures for stealing materials it would be nice if they get a revamp too to work with the new drilling platforms.
That Is an awesome idea & hey, It may help a ton: Wouldn't need to Freighter +50 times to build a NORMAL Titan. *CCP Literally FORCING ppl to put Capitals in a perfect Row instead of a cool city block.
Side Story* Poor little indy jumping & Saying: Hey Enemy faction!! Our indy structure right here, its Sotio Cap/Super building. I can't barely defend it, As we have enemy's that know how to Neut & or out range the Citadel deference. Oh our Defense fleet, no don't worry about it. Our Dropping just the amount of cheap suicide dread bombs on us that you need. My masters treat me as an ore slave. Im secluded 1000km away from what could have been a Defensive for all structures around it. Could have been the sprawling "Space City Cluster" They dreamed of. |
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