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Adeptus mecanicus
The Flaming Sideburn's Blackguard Coalition
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Posted - 2008.05.22 19:53:00 -
[1]
Edited by: Adeptus mecanicus on 22/05/2008 19:54:47 my suggestion is to make the minerals/gasses in moons possible to deplete, that it will spawn anew at a random site in eve wll make moons that has dysprosium (well the rare ones) hard to monpolize and gives any alliance a shoot of getting dibbs on one fore a given time. it also will make smaller alliances in lets say empire go to war in more frequent rate over good moon's, also it will make the bigger ones less powerfull since their cash cow's are on the move
PS: also think that goes fore Booster/synth booster sites
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Serenity Steele
Dynamic Data Distribution Ministry of Information
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Posted - 2008.05.22 19:58:00 -
[2]
How would you see the mechanism working after the mineral depleted? eg. The moon has to be re-surveyed?
≡v≡ Strategic Maps now in Eve-Online Store |
Ishina Fel
Synergy. Imperial Republic Of the North
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Posted - 2008.05.22 20:05:00 -
[3]
I do not think that this is a solution.
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Adeptus mecanicus
The Flaming Sideburn's Blackguard Coalition
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Posted - 2008.05.22 20:10:00 -
[4]
Originally by: Serenity Steele How would you see the mechanism working after the mineral depleted? eg. The moon has to be re-surveyed?
lets say that between eatch down time a certain number gets depleted, after DT there is a reshuffling of the minerals across eve. when it comes to amount in a moon it can be estimated by (type/size), if there is no pos present on the moon it will have to be resurveyed or if there is a pos there the owner has a nice surprise.
I know you will hate the idea coz if im not mistaken your old alliance ISS had a moon mineral database
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Adeptus mecanicus
The Flaming Sideburn's Blackguard Coalition
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Posted - 2008.05.23 05:31:00 -
[5]
same goes fore gas clouds coz even a NPS gets feed up being faremd and says (screv this **** and lets go to a quiet'r place). us that has ventured to those booster areas know that the hacking sites are the 23/7 farm spots but the gas is just a effort in their oppinion ] |
BlondieBC
7th Tribal Legion
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Posted - 2008.06.02 04:53:00 -
[6]
Instead of depleting existing minerals, which would make existing holders mad, why not have exploration like depletable deposits.
Idea: Moon minerals exploration sites on spawned on moons on random basis. They stay until depleted. Each spawn is say 14 to 30 day supply. This metal will be in addition to any other items on the moon. Once found with probes, the minerals are extracted through regular POS operation.
This would help fix the huge inflation of high end moon metals, and allow industrialist some of the exploration fun. Not all exploration needs to be pew pew.
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Buck Starchaser
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Posted - 2008.06.02 05:49:00 -
[7]
Originally by: BlondieBC Instead of depleting existing minerals, which would make existing holders mad, why not have exploration like depletable deposits.
Idea: Moon minerals exploration sites on spawned on moons on random basis. They stay until depleted. Each spawn is say 14 to 30 day supply. This metal will be in addition to any other items on the moon. Once found with probes, the minerals are extracted through regular POS operation.
This would help fix the huge inflation of high end moon metals, and allow industrialist some of the exploration fun. Not all exploration needs to be pew pew.
Even better than that (because it takes about 8 hours to put up or take down a pos worthy of defending dyspo) would be that all moons have their perminant stuff like they do now but can have one or more temporary ones. During downtime the server would populate X many random moons with one or more additional but temporary materials. If the moon has a temporary material on it allready then it is skipped. If it doesn't then it is given an aditional material that lasts until it's depleted. The amount of cycles it can be mined would be random but probably not an entire months worth. The method the server would choose for determining what aditional material to put on that moon is not in my realm of expertese. The idea here is to help avoid having only a small minority of players able to dominate the game to the extent that they simply can't be beat. The curent system alows a single type of income to be so highly valuable and protectable that controlling it allows it's owners to build wealth so much faster than any potential challengers. There is absolutely no balance in this. For example, I could make over a billion a week buying and selling transcranial microcontrollers from and to NPC's... but only if I was the only one doing that. There is competition in that market and you simply can't keep other people from using the market. Therefore it has a ballance. With megacyte you can guard all the systems that have megacyte in it's roids... but people get mega from grinding up loot and drone alloys so you can't really pinch that market too hard either.
The bottom line:
Anything in an MMORPG that allows there to be a final victory (such as a resource that if totally controlled by a group grants them an unstopable advantage) effectively ends the game for everyone. There is no way that anyone else can win if a self-propetuating victory condition has been achieved.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.06.02 06:14:00 -
[8]
Originally by: Adeptus mecanicus Edited by: Adeptus mecanicus on 22/05/2008 19:54:47 my suggestion is to make the minerals/gasses in moons possible to deplete, that it will spawn anew at a random site in eve wll make moons that has dysprosium (well the rare ones) hard to monpolize and gives any alliance a shoot of getting dibbs on one fore a given time. it also will make smaller alliances in lets say empire go to war in more frequent rate over good moon's, also it will make the bigger ones less powerfull since their cash cow's are on the move
PS: also think that goes fore Booster/synth booster sites
Static and valuable resources promote the conquest of territory to capture those resources.
Dynamic and/or random resources promote people sitting on their butts and rolling the dice with what space they have. Moving POS within their space when new opportunities arise.
I am sure you can figure out which one is best for a game designed around internet spaceship combat. But just in case, ill tell you. Its not the one that is proposed in the O.P.
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Mundem Pashdale
20th Legion Digital Renegades
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Posted - 2008.06.17 14:11:00 -
[9]
Whilst the OPs idea is not going to be too helpfull, moon materials, specificaly Promithium and Disprosium, are having a massive knock on effect in the whole market right now; around 90% of T2 items require Disprosium in their construction, and yet it is one of the rarest resources. This has lead to a new monopoply akin to the T2 monopolies of the past, and I think some solution needs to be found to address this.
I agree with the poster making the comment about territory; I've had a lot of fun fighting over moons myself. But at the same time we cannot afford to have a game based around monopolies in a few resources attainable only to a few, who can use those resources to attain an unassailable postition of power.
-This oppinion is mine, and not my corperatin's or alliance's-
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Abrazzar
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Posted - 2008.06.17 14:24:00 -
[10]
I offered the idea of a Moon Prospecting Post to add a variable moon mining option while leaving the static moon mining intact. Main purpose of it is to lessen the impact of moon material monopolies without destroying current values completely.
So not supported but offering a alternative. -------- Ideas for: Mining Vote |
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Kazzac Elentria
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Posted - 2008.06.17 15:01:00 -
[11]
Originally by: Mundem Pashdale Whilst the OPs idea is not going to be too helpfull, moon materials, specificaly Promithium and Disprosium, are having a massive knock on effect in the whole market right now; around 90% of T2 items require Disprosium in their construction, and yet it is one of the rarest resources. This has lead to a new monopoply akin to the T2 monopolies of the past, and I think some solution needs to be found to address this.
I agree with the poster making the comment about territory; I've had a lot of fun fighting over moons myself. But at the same time we cannot afford to have a game based around monopolies in a few resources attainable only to a few, who can use those resources to attain an unassailable postition of power.
-This oppinion is mine, and not my corperatin's or alliance's-
Changing blueprints to require a more even spread of moon minerals, or offering alternate blue prints which create the same item using a different ratio if opposite materials seems the best solution.
The other issue is how sov mechanics work, in that you have a flood of massively cheap moon mins because. Hell you have the tower up.. might as well mine it right? Change how sov works with regards to stations (remove the ability to claim sov with mining towers) and you'll help fix the problem as well.
I think any other change would create more headaches then help |
procurement specialist
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Posted - 2008.06.17 16:56:00 -
[12]
i think it should be somewhat like mining asteroids. your deposit dissapears and another deposit is found. I would favor having a 6 month supply when found though and the possibility of the deposit growing. This way you can choose to mine it at the rate it recharges for a long time or throw a bunch of harvesters on it and suck it dry.
the 6 month supply with 1 harvester is simply to justify setting up a pos. 1 month is to short for the horrors of pos setup.
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Fitz VonHeise
The New Order.
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Posted - 2008.06.17 20:02:00 -
[13]
Edited by: Fitz VonHeise on 17/06/2008 20:03:32
Originally by: Adeptus mecanicus my suggestion is to make the minerals/gasses in moons possible to deplete, that it will spawn anew at a random site ...
There is a huge investment in both time and isk to put up an POS and all associated arrays and batteries.
This OP must never had to spend two days putting up POS, arrays and batteries. This is mind numbing to say the least. The above is not a solution to the moon mineral problem.
A better thread to look at for a resolution to this issue would be found HERE.
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procurement specialist
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Posted - 2008.06.17 20:52:00 -
[14]
Edited by: procurement specialist on 17/06/2008 20:52:29
Originally by: Fitz VonHeise Edited by: Fitz VonHeise on 17/06/2008 20:03:32
Originally by: Adeptus mecanicus my suggestion is to make the minerals/gasses in moons possible to deplete, that it will spawn anew at a random site ...
There is a huge investment in both time and isk to put up an POS and all associated arrays and batteries.
This OP must never had to spend two days putting up POS, arrays and batteries. This is mind numbing to say the least. The above is not a solution to the moon mineral problem.
A better thread to look at for a resolution to this issue would be found HERE.
this is why any deposit should be good for at least 6 months unless you put several moon harvesters on it.
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