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Thread Statistics | Show CCP posts - 29 post(s) |
Taroun
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Posted - 2007.08.05 07:12:00 -
[181]
Nice. I want one. New toy and all that. However, I think it's ignoring the "elephant in the room" For miners to have a good day, minerals from mission running and ratting need to really be nerfed.
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Vambann
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Posted - 2007.08.05 07:50:00 -
[182]
The link on p5 http://dl.eve-files.com/media/0708/ore.jpg shows compressed ore as having a refine amount, just like regular ore. This would imply that compressed ore can be reprocessed in the normal fashion, with proportionately higher yield (20x in this case).
Looking at that image the BP seems to be a copy (10 production limit) and takes over a year to produce a copy from a original. Is this meant to be a BPC you buy from NPC's and is a isk sink? Or is it just some funky Sisi voodoo?
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Peri Stark
Gallente Blue Labs Knights Of the Southerncross
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Posted - 2007.08.05 08:52:00 -
[183]
The most likely pilot to fly this ship will probably be your best miner so your best miner won't be mining. I have been dreaming of a capital ORE ship but I see no advantage here great enough that would make me want to buy one. ================================================
Just because your paranoid doesn't mean they're not out to get you! |
Teardown
Infinite Development Consortium
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Posted - 2007.08.05 10:01:00 -
[184]
I have been thinking about this since it was announced and frankly I can't see it being used very much. At least not in the role that was intended. The only piece of this ship's rather odd assortment of bonuses that I can see appealing to me is the ability to compress ore to a nice manageable size but this is not something that will be done in the field but at a POS. In fact I am more inclined to believe that the Ore Capitalship will never leave the POS as the newly compressed ore will then be jumped out my a ship capable of defending it's cargo i.e. a carrier. Instead of being a Nomadic Uber-Ninja Miner as seems to have been suggested by CCP I think it is far more likely to be used in safe areas of Alliance territory sat at a POS used as nothing more than a glorified POS addon.
In order for it to be worth risking a 1b+ isk Ship in a belt it would need to provide a considerable bonus to the miners in that belt. A yield bonus, to be frank, is not what is really required as any corporation who can field this sort of ship will probably be using maxed out Hulks in any case. Therefore (and to end my extended waffle) I think that a serious look at what miners actually want is in order with serious consideration given to Nyphur's Shield Bubble idea. I feel his idea makes is much more than a simple Alliance POS add-on and certainly more in line with what the Medium and Small Corps would like to see.
Ergh I posted on EO forums. I feel dirty.
<Blah Blah Insert disclaimer Speaking for self not corp. etc etc> [center] Save the ORE Cap Ship[/cente |
Imhothar Xarodit
Minmatar Wolverine Solutions Interstellar Alcohol Conglomerate
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Posted - 2007.08.05 10:48:00 -
[185]
Neither the ORE cap ship, nor any other related items, blueprints etc, are on the test server yet, so consider any screenshots a fake!
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Kalindra naskan
Amarr Reprocity Pure.
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Posted - 2007.08.05 17:55:00 -
[186]
Edited by: Kalindra naskan on 05/08/2007 17:56:59
Originally by: Imhothar Xarodit Neither the ORE cap ship, nor any other related items, blueprints etc, are on the test server yet, so consider any screenshots a fake!
There are several items in the TQ database which are not on the market and you can not find by serching for it. But if you know said items itemID you can make a IGB compatible website that calls for that itemID and then the info for that item will pop up.
I'm pretty sure that's how it's done. Although anyone is free to correct me if I'm wrong. --- This sig is rated "N" for Nonexistant It's nonexistent btw - Cortes Meh, same thing. |
KluTch
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Posted - 2007.08.05 19:06:00 -
[187]
For protection of other miners, instead of using a POS shield or whatever.
Why not just add a ship mod to the game for the capital ship, that they can target another ship for example a covetor, turn mod on, and the ships basicly becomes invunerable. Any damage it takes, is simple passed to the capital ship. 1 mod for 1 ship protected.
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Demjon
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Posted - 2007.08.05 20:29:00 -
[188]
I think you should think in terms of a large corp in rl, a mining vessel of this size would be expected to be almost completely self sufficient. It would be expected to handle all npcÆs in a belt and be able to reach almost all asteroids in a belt with its capital strip miners and drones. The vessel should be able to refine as fast as it pulls in ore from the belt. I think making the ship deployable and locked in position is enough of a trade off for such mining abilities because it will be so vulnerable to enemy gangs. This vessel should not be allowed in empire space and should make use of jump drives. Instead of a corp hanger it should have a separate cargo bay for refined minerals to keep the main cargo bay from filling up with minerals and preventing the capital strip miners from depositing raw ore to be processed. The cycle time for capital strip miners should be very long as it can reach asteroids that are extremely far away by comparison to standard strip miners. They should also pull in extremely large amounts of ore by comparison to standard strip miners. The advantage of this ship should not be in the ability to collect ore faster than a hulk, but in the ability to refine this ore on the spot, and not having to move around in a belt. This vessel will not be able to mine in unfriendly space because it will be such a prime target and unable to make a quick get away because it will have to undeploy itself in order to make an attempt at jumping once it reaches 95% cap. The ability to tank all npcÆs in 0.0 space, refine ore on the spot, use jump drive to travel, and reach all asteroids in a belt without moving from a fixed position is not to much to ask for from a capital mining vessel. The idea of pulling in cans that other players have mined and refining them is a slap in the face for dedicated miners. This means I canÆt use this vessel to mine on my own. I have to get others to mine for me so I can refine it for them? How is that fun for a miner who has just finished training for a hulk? Miners collect ore and refine ità period. The ultimate mining vessel should be able to do both of these functions or itÆs of no use to me, no real advantage over the hulk. Think dune and the spice harvesters not Homeworld and the resource controllers.
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Friedrich IX
Hadean Drive Yards Archaean Cooperative
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Posted - 2007.08.05 23:17:00 -
[189]
Quote: This means I canÆt use this vessel to mine on my own. I have to get others to mine for me so I can refine it for them? How is that fun for a miner who has just finished training for a hulk? Miners collect ore and refine ità period. The ultimate mining vessel should be able to do both of these functions or itÆs of no use to me, no real advantage over the hulk. Think dune and the spice harvesters not Homeworld and the resource controllers.
Your talking like you could even afford it, if your a solo miner and you sound one.
---
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Goberth Ludwig
eXceed Inc. INVICTUS.
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Posted - 2007.08.06 01:11:00 -
[190]
Maybe have the siege mode last less than 10 minutes or I dont see those things having alot of success in 0.0
- Gob
Stealth bombers work! |
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Nietor
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Posted - 2007.08.06 03:38:00 -
[191]
Well... since we are talking about mining, i think the requirements for the covetor and hulk should be looked at. It really only takes 2 days between a covetor and a hulk. and the money. As it is currently, FOR ME (i have trained some) 16 days for astrogeology 5, and 26 for mining barge 5. The only difference between a hulk and covetor, other than isk is less than 2 days training up exhumers 3. Maybe a boost to miners everywhere would be to lower the requirements for a covetor to say, either 4 barge/astrogeology, or a 5 in one of the two, and a 4 in the other. This would give people approximately 16-26 days of mining (depending on attributes/implants of course) and would make the covetor an actual STEP in getting to a hulk. Personally, i won't buy a covetor; I'll just save my isk for a hulk, and wait the two extra days to use it.
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Andrus Delai
e X i l e FREGE Alliance
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Posted - 2007.08.06 05:31:00 -
[192]
I like the idea of a mining support capital, but I have some reservations.
1) There has to be a good reason why this ship would be on the same grid as the miners or it will just sit at a POS or Safe. The bonuses so far do not seem to justify exposing a major resource. As it stands now, it looks like this ship will essentially be a POS ore compression module.
2) This ship needs to either provide significant bonuses to mining or aid in the defense of the miners.
3) If the Industrial Core requires fuel, then any benefits derived from this ship needs to more than pay for the cost of that fuel and justify locking down the ship for an extended period of time. I see no reason why I would activate this module anywhere but at a POS.
4) The Industrial Capital Ships skill should not have Capital Ships are a prerequisite. They should be two separate skills.
5) Having a link to reduce mining cap use is not as valuable as it might seem.
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Hugh Ruka
Caldari Free Traders
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Posted - 2007.08.06 08:28:00 -
[193]
As I see it, whit that SMA size, this ship will rarely be used for mining. It will be a military transport ship.
It can hold 2 battleships or a bunch of cruisers. You get 1-2 carriers, 4-5 of these ships loaded with combat vessels. Cyno scout.
Cyno scout gets into target system, cyno up, ships in. Mining ships deploy their SMA cargo, cyno out. Gang get's moving, carriers cyno out.
This will make a hell of keeping territory locked down.
Originally by: JP Beauregard The experience with Exodus playtesting has scarred me for life. Those were bug-reports, not feature requests, you numbskulls....
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.08.06 08:52:00 -
[194]
Originally by: Hugh Ruka This will make a hell of keeping territory locked down.
Cyno Jammer Array. You do not need a lot to claim sov. Even small tower will do if you are not under attack. Have not looked at fitting requiments of the thing tho. Anyway - if you want to keep hostiles out of certain system cyno jammer is your friend. There is only so mutch you can do with regular ships when your opposition can use capitals.
As far as ship maint array size goes. It's not final yet so we will see if it can squeeze in BS or not. Current number in screenshots is mothership ship maint array size (as are all other 'placeholder' stats on the thing). By the devblog I would say that you cant fit any battleships in there (hulks 50 k m3 smaller means they would be at 200 k and there will be room for 3 - 4 hulks by devblog but BS is 1 million m3).
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Dr Aryandi
Hematite Rose Bionic Dawn
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Posted - 2007.08.06 11:28:00 -
[195]
Actually I really like the force field idea where when it goes in seige mode it extends out a 30 or 50km force field that works just like a POS one except that people inside it can still target asteroids. It should probably also get some sort of shield boost/resist bonus while in that mode.
This would give people a real reason to put it in a belt to defend the miners - and with a big enough ship bay that you can put some defensive ships in their to jump into instead of the mining barges.
Of course if you want to really make it meaty then when in that mode you could have it get a little bit of POS grid and CPU. Not much but enough for maybe a couple of small POS weapons and a scrambler.
That might see it getting used as a military tool by fleets, but I don't honestly have a problem with that - particularly considering it will only have carrier level defenses, a sig radius of 50km, and will be locked in place.
Blueprint Research Service Available See thread for details.
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Mainreh Rhonaki
Jazz Associates R i s e
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Posted - 2007.08.06 11:57:00 -
[196]
Edited by: Mainreh Rhonaki on 06/08/2007 11:58:41 The way jump clones are designed today, it's really not practical to create them in NPC stations. However, an ORE capital could adress this issue in lo-sec space (and the zero-sec NPC-controlled regions). This could mean jump clones in lo-sec for everyone, which would make lo-sec space a lot more attractive to those players that are not in outpost-owning alliances.
This in turn, may have rather far-reaching effects on the minerals market, as it will prolly mean a lot more players will "dig where they stand" as it were - in ore higher up the value-chain.
Incidentally, an ORE capital in this role is prolly going to be considered too vital a resource to risk on anything so dangerous as a mining expedition :)
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Khanid Zeal
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Posted - 2007.08.06 14:30:00 -
[197]
Chronotis
Ok as it stated as a "capital ship for miners"
O and Im a miner I cant see my self mining ship with not the ability to mine ???
Can it mine with drones ?
I was looking forward to a ship where I could mine and also storage the mining yeild meanwhile I mining.
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FireFoxx80
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2007.08.06 14:47:00 -
[198]
Originally by: Khanid Zeal Chronotis
Ok as it stated as a "capital ship for miners"
O and Im a miner I cant see my self mining ship with not the ability to mine ???
Can it mine with drones ?
I was looking forward to a ship where I could mine and also storage the mining yeild meanwhile I mining.
That would create even more of a bottleneck to mining. If you want a ship that can haul more than it can mine, then use an industrial with a Miner I.
This ship was always stated as a non-mining vessel. It should hope alleviate the bottleneck that is getting the ore from the belt to the station. Especially when you consider that 3-4 Hulks can fill a jetcan faster than a hauler can empty it.
What I do the rest of the time - Vote for a Jita bypass! |
Xaen
Caldari Caldari Provisions
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Posted - 2007.08.06 15:00:00 -
[199]
Neat.
But when are you guys going to fix the steaming pile that is the client UI? ----------- Support fixing the EVE UI Drones should not aggro anything missiles or turrets don't. |
Securion Wolfheart
Caldari Dragons Of Redemption Triumvirate.
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Posted - 2007.08.06 16:33:00 -
[200]
Edited by: Securion Wolfheart on 06/08/2007 16:34:21 These things will never leave a POS, so why make a "ship"? Why not make a POS mod that compresses ore instead?
Edit: Oh wait you did...? This "ship" IS a new POS mod...? Or... what...? -----====-----
Whether we bring our enemies to justice or bring justice to our enemies, justice will be done.
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Axaeli
Gallente Shadewraith Cargo and Industry
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Posted - 2007.08.06 16:50:00 -
[201]
Will these things be buildable in low-sec/0.0 npc stations, or will they require a large/cap ship assembly array at a POS to construct?
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DeltaH
NOBODY Inc.
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Posted - 2007.08.06 17:14:00 -
[202]
Originally by: CCP Chronotis
In terms of the goal of this ship, which is nomad mining operations and logistical support. It suits that role perfectly allowing someone to scout out a nice quiet system, pop a cyno, jump the ORE cap ship in, rest of the gang jump clone in and board the hulks and start mining whilst the ORE cap most likely sets up a small starbase. The goal is very much to empower small gangs to operate in unsafe areas of space where getting down into that space is dangerous for smaller gangs. The maximum number of jump clones allowed on the ship is limited to 5 currently.
If the industrial core module requires a siege type 'stuck in place for X minutes' I don't think it will be used in the role you envision. Nomad mining operations would seem to rely on not being detected for their defense. Once detected they have no defense and need to flee. This is at odds with having a potentially several billion ISK ship stuck in space and the rest of your gang in hulks.
To correct this you would require a support fleet of some kind for defense, but that isn't very nomadic and turns it into standard 0.0 alliance mining territory.
I think the siege idea is good since it puts some risk into it and gives targets for gank squads to go hunt, but it will force the ship to be used in a standard role, not a new nomadic one.
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CCP Chronotis
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Posted - 2007.08.06 18:39:00 -
[203]
Some more answers;
Why would we put this ship in a belt?
Probably the most challenging aspect of the design, especially where it was not to mine itself. In the future, it is our hope to make gang bonuses only apply when the assigned gang booster is in the same grid. Command ships should really be in the 'arena' as well.
The bonus of the ship whilst in the belt but not in 'industrial' mode are the use of the capital tractor beam and capital shield transporter range bonus so you can still selectively choose when to be in the belt, at least until we hope to make the changes to gang boosting in a future patch.
In short, we fully expect players to use it in scenarios which minimise risk of its loss. It is human nature to do so (unless your rich and bored) so the risk of putting it in the belt will have to be weighed carefully baring in mind the bonuses gained in each scenario.
'POS bubbles' were one of the first things considered and also the first to be thrown out, they are simply far too exploitable in scenarios where the ship is not meant to be.
Regarding the Industrial Core I
The Industrial Core has a duration of 5 minutes and a base fuel consumption of 200 strontium modified by the Industrial Reconfiguration skill (-20 stront per lvl) and -5% per level of capital industrial ships skill so with maximum skills reduces this to 80 stront per 5 minutes.
When this module is not active, no new jobs can be installed on the ship's assemblylines and current jobs are paused.
Ore Compression
The blueprints will be cheap and the compressed ore will be refineable. Having 'reverse process' blueprints seems a little too much really currently. The compressed ore portion count is 1, as opposed to normal ore which is between 200-500 for eg and refines for the same amount as normal ore. The exact rates of compression are still being balanced but the ballpark is around 20% of original volume.
Conceived Example: mercoxit is 40m3 * portion (250) = 10,000m3 volume, compressed mercoxit is provisionally 2,000m3 and a portion count of 1. The blueprint takes 250 regular mercoxit and creates 1 compressed mercoxit per run with a base run time of 10 seconds so there will be a fair amount of micromanagement needed during the mining op to compress the ore and put it into appropriate hold for transport to the nearest refinery.
Note: the requirement for the Ore Compression skill was dropped. So only two new skills are now required (Capital Industrial Ships and Industrial Reconfiguration). The blueprints require the relevant ore processing skill to use eg. mercoxit processing.
Usual Disclaimer!
Everything stated is subject to change before the patch
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Amateratsu
Caldari Terra Incognita Dark Matter Coalition
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Posted - 2007.08.06 18:49:00 -
[204]
I have to agree with some of the above posters.
If this ore capital ship is intended be deployed in the field to run ninja mining ops in hostile territoty then it needs to be able to defend itself and its mining barges against hostile attack.
Currently mining barges are paper thin, a smart bombing battleship can easerly destroy a group of several mining barges in a single activation of its smartbomb's
A dictor and a couple of heavy assault cruises could easerly wipe out a mining op in a matter of seconds and as it stands at the moment this ore capital ship will not be able to do anything to stop them.
Regular combat drones will simply not be good enough, they will get destroyed as fast as the capital ship can launch them.
Pirate corps and roaming gangs of skilled pvp players in tech 2 assault ships will be queing up to hunt down and destroy these capital ships just for the hell of it.
My suggestion is to give the ore capital ship a ecm module which prevents any ships in the pilots gang from being targeted, smart bombed or attacked with fof missiles ect
This ecm module can only be activated when the capital is in its deplayed industrial mode and only gives protection to the ships under its command. (in the pilots gang)
This way the attackers will have to destroy the ore capital ship before they can engage the protected ships.
The ships protected by the ecm jamming will also be effected by the jamming so cannot help the capital ship.
The ore capital ship will require fighter drones and a decent tanking ability to fend off small roaming gangs.
This is a CAPITAL ship several times larger than a battleship and like other capital ships in its class should require a coordinated attack force to destroy. not 3 or 4 roaming pirates in tech 2 hacs.
Else you will only see this ship deployed at POS's and used as a transport to jump supplys between empire and no sec.
Otherwise exellent job, rest of the features are spot on
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Borgholio
Minmatar Quantum Industries Interstellar Alcohol Conglomerate
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Posted - 2007.08.06 19:17:00 -
[205]
Originally by: CCP Chronotis Some more answers;
Everything stated is subject to change before the patch
Again, thanks for the answers! But no, I'm not done grilling you yet. I have more questions. :-P
When compressing the ore, what's the exact procedure for that? Grab a jetcan, unload it into your cargo hold, engage the industrial core, compress the ore, then eject it into a jetcan so it can be hauled to the refinery? If that is the case, I'm curious as to how big you'll make the ship's cargo hold. It wouldn't be very efficient if you had a cargo hold so small that you can't even fit a full jetcan of normal ore in it. I know that the ship stats are still being tweaked, but could you give us a general idea as to what we'd be looking at in this regard? Thanks! ----------------------------------- You will be assimilated...bunghole! |
Marcus Tedric
Gallente Tedric Enterprises
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Posted - 2007.08.06 19:42:00 -
[206]
To several of the posters...
Unless I'm totally wrong (and please tell me nicely)...
Whilst the leadership skills work within a system (re ORE Capital @ POS) - AFAIK the Warfare Link Modules are only effective when on the same grid.
Therefore, that's the reason that this ship would be at the belts. However, I can see the Industrial Mode being done at a POS - with newly compressed ore being carried away.
FWIW - I see a Mining Wing going off to a system - one, or two, of these ships; one, or two, carriers; mining squad; haulers; and defence team.
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Marie Mahro
Conflagration Mining
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Posted - 2007.08.06 20:26:00 -
[207]
I believe I have a picture of the Industrial Capital Ship you are trying to create and the difficulties you are having based on need vs. exploit.
Correct me if I am wrong, but the ship is designed around the role of mining support with the specific task of allowing the smaller alliance and average/large corp. to move ore from 0.0 to the markets in high sec.
I believe you envisage this to be used in reasonably established territory, but with the option for æNinja MiningÆ in areas of high value (And equally high risk). The ability of this ship will allow 2-4 Hulks and crew, by way of the clone vat bay, to clean the belts of valuable ore whilst the ore is tractor beamed in and compressed. Once the area is sucked dry, the hulks are packed away and the Industrial Carrier then jumps to safety with a full cargo bay.
For this to be effective I see a number of areas that you are no doubt looking at already.
1)Jump distance 2)Tanking 3)Ship cargo bay and its exploits 4)Defences 5)Ore compression vs. ore mined
1)Jump distance could be similar to that of the current Carriers. Since it would replace that role of the freighter in ore transport (only ore transport), the cost of jumping vs. capital jumped would have to be profitable.
2)Since the ship would be a considerable investment by most small alliances, the ship must be able to withstand most of the largest spawns and be able to tank slightly less than current carriers. As this is not a combat ship, any more would be unnecessary.
3)The ship is not designed as a combat transport and its limitations should be obvious from the beginning. The ability to only carry mining ships may pose a problem, unless you can specify ship types carried within its hold. A ship bonus increasing the number of mining ships it can hold per skill level would force players to invest points and time into training.
4)If you are to encourage the option of æninja miningÆ, you must allow the ability to defend or help prevent attack. The most common option is to allow fighters to be used; another option could be to increase the ships scanners to pick up ships in nearby systems. This would give enough warning to pack away and jump out; exploit of course is that this ship would be used in camps at a safe spot or POS. The counter would be to incorporate the ability within command ships.
5)At its fastest rate, i.e. 4 hulks at full skills, this ore compression should be able to keep up. Again, I believe a ship bonus to increase ore compression speed or at least a separate skill.
Good work so far though, its looking very interesting. Although no answers as yet on the skill req. mining barge 5 or Exhumers 5?
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Swearingen
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Posted - 2007.08.06 20:27:00 -
[208]
I would like to see ore compression able to be done by the hulk pilots that will/should have t2 crystal capability for the ores that they are mining, not just the pilot of the mining capital. Although I am not familiar with the clone vat bay mechanics, I would think that it would allow a different pilot (from the mining capital pilot) to access the compression BPs and activate the factory lines of the industrial core to do the ore compression. IF a hulk pilot doesn't dock "inside" the mothership, then maybe right-clicking on the ship would bring up the corp hangar array where the compression BPs could be installed onto the factory lines of the on-line industrial core, without actually docking into the ship.
If this isn't intended, it would super-nice (i.e don't make people angry for no reason), to make it happen. I would be angered by the need to train RE4/RE5 and all ore processing skills to 4 on my director when he can't mine with t2 crystals (same skills wasted) at the same time. Ideally, of course, it would be even nicer to give that director pilot a bonus who wants to train all that skills (to compress) the ability to use the t2 crystals and mine some at the same time with capital mining arrays (that require maybe even ore processing 5 skills) that don't target specific roids, just mine all the roids it is pointed at that match the loaded t2 crystal.
On the subject of capital mining arrays, I think they are most needed for low-end ores that are a pita to mine enough of for ship building without resorting to just buying from market (i.e. macroers). If enabled correctly, I think this could do lots to weaken the market position of macroers, when at first glance, it might seem to be a boon to those that still engage in this outlawed activity.
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Kilda Shepp
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Posted - 2007.08.06 20:39:00 -
[209]
Originally by: CCP Chronotis Ore Compression
The blueprints will be cheap and the compressed ore will be refineable. Having 'reverse process' blueprints seems a little too much really currently. The compressed ore portion count is 1, as opposed to normal ore which is between 200-500 for eg and refines for the same amount as normal ore. The exact rates of compression are still being balanced but the ballpark is around 20% of original volume.
Conceived Example: mercoxit is 40m3 * portion (250) = 10,000m3 volume, compressed mercoxit is provisionally 2,000m3 and a portion count of 1. The blueprint takes 250 regular mercoxit and creates 1 compressed mercoxit per run with a base run time of 10 seconds so there will be a fair amount of micromanagement needed during the mining op to compress the ore and put it into appropriate hold for transport to the nearest refinery.
The way I read this is, you need 250 Compressed Mercoxit to refined a Compressed Mercoxit stack, but it will produce the same as 62,500 Mercoxit.
So what good is this ship? apart from a hauler. Either you mine 63K of Mercoxit and get a normal cheap carrier with expander-IIs and a hull full of haulers to jump it out and to defend yourself and your miners from the off 1 or 2 BS's
Or, get this mining capital, park it in a POS bubble, spend the ISK on stront, the BPOs, the mods etc and do the same thing.
I'm not anywhere near the skills and I'm not a miner, but this doesn't seem like it'll be of any use to anyone, even large alliances and dedicated mining corps.
You're still mining at the same rate, but now at significant cost you can mine at the same rate and move it around but use less space.
Remember everyone, it may be 20x smaller, but to fill your hull it'll take 20 times longer.
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CCP Chronotis
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Posted - 2007.08.06 21:57:00 -
[210]
Originally by: Kilda Shepp
The way I read this is, you need 250 Compressed Mercoxit to refine a Compressed Mercoxit stack, but it will produce the same as 62,500 Mercoxit.
No, 1 compressed mercoxit is the same as 250 mercoxit in terms of refine amount and amount needed to refine 1 batch.
To refine 1 batch of mercoxit, you need 250 mercoxit which is 40*250 = 10,000m3 volume.
To refine 1 batch of compressed mercoxit, you need 1 compressed mercoxit which is 2,000m3 volume.
Both refine to the same amount of minerals.
But as I mentioned, the exact compression ratios are not finalised yet.
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