What a waste
Well first of all, an EHP increase won’t help you react faster, because once the EHP comes into play, it’s past the reaction phase.
Second, this sounds like an edge case argument to me. The target has to be both active, and react on assumption. No practical difference would be observed in any other situation, as the difference between 2 gankers and 6 is negligible. And even in your case, if the gankers observe you getting off-grid during a local spike, they will attempt again later on with the assistance of a suicide tackle. The target hull is simply worth it.
I think the trick isn’t to balance different mining hulls against ganking cost, but to make expensive, paper-thin hulls worth using in specific circumstances. For example, if you needed a Hulk to mine specific rare asteroid spawns that could net you much bigger profits, the risk-reward equation could be balanced out. As is, yeah, it’s not really “worth it” to use something like a Hulk for a 15% extra yield or whatever unless you’re 100% active or are mining somewhere safe.
What does it all mean? Seems horrendously over-complicated
I never said I was trying to make a profit, I’m simply keeping my characters subbed, the skill training covers the bulk of the cost. I’m also trying to point out that the fleets of gankers aren’t paying for 25 omega accounts, when the accounts themselves are self sustaining with only minimal input.
Because otherwise folks would just move the minerals to market (the distribution of resources idea doesn’t work if you can’t buy materials unavailable in your space). If you want people to buy compressed ore at Jita instead of minerals or goo, it needs to be smaller.
Isn’t it obvious that compressed ore is more dense? That’s just common sense.
I don’t get this part… Higher mining yields means more waste? Then what’s the point of getting a better mining module and improved module, if it wastes more??
Oh Thank Bob, that would have been horrible before, I’m glad CCP heard us on this.
From a lore perspective, being like one of the highest tech sci-fi universes, it makes no sense why we wouldn’t have solutions for that, but I think, I THINK they are trying to use the logic of careful steady accurate extraction vs quick and rough hasty extraction, in that case it makes sense that some ore would be wasted if you extract too fast I guess.
Careful and steady would imply some sort of skill at mining, but mining being a semi-passive activity doesn’t have any active skills - it being based rather than being efficient on time and using the right tools for the job. I don’t see how getting an improved and upgraded module would make things worse? Seems contradictory.
What do you guys thing with giveingthe Rorqual an industrial jump portal generator?
that it can provide mining support in nullsec for bargues and ore hauling?
And how is it to make the Primae the first ORE Houler ever existed?
I mean hauling is nothing strange to ORE Ships
Fleet Hangar: 10000
Ore, Ice Gas Hold: 30000
(Hoarder gets the = 2500 Planetary instead ; And Kryos stays at its Mineral hold: = 43000)
ORE Industrial bonuses (per skill level):
10% bonus to Fleet Hangar and ore hold capacity
Role Bonus:
+250% Tractor Beam range
+100% Tractor Beam velocity
And how is it to make the Porpoise an “expedition industial command ship”?
Role Bonus:
Industrial Command Ships bonuses (per skill level):
5% bonus to ship cargo and ore hold capacity
2% bonus to Mining Foreman Burst effect strength and duration
100% bonus to Logistic Drone transfer amount
Expedition Command Ships bonuses (per skill level):
20% reduction in Cloaking Devices CPU requirement
7.5% bonus to Heavy Drone max velocity and tracking speed
10% bonus to Light, Medium, and Heavy Drone hit points and damage
20% bonus to Logistic Drone transfer amount
Role Bonus:
90% reduction in powergrid requirements for Command and Mining Foreman Burst Modules
• Can use 2 Command Burst modules
• Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
• Can fit Covert Cynosural Field Generator and Covert Jump Portal Generator
• Cloak reactivation delay reduced to 5 seconds
90% reduction to effective distance traveled for jump fatigue
50% reduction in Cynosural Field Generator duration
100% bonus to Tractor Beam range
50% bonus to Tractor Beam velocity
300% bonus to Survey Scanner range
PS: None of this velues are final,… these are just ideas to see what i had in mind with those ships.
Thats absolutly correct, it won’t make me react faster. It would make it possible to react at all. and thats significant!
As you are absolutly correct no EHP would help you survive a gank, but having enough EHP to identify a gank before it happens due to their numbers makes it possible to survive.
currently we are at a spot where it is practicly impossible to do so unless the ganker is so kind to join Code or Safety.
You are not wrong. I know for sure that accounts were self sustaining once set up before the war and scarcity. 1 or 25 it didn’t matter. Sad but very true
I agree that this is the right directions to nerf the AFK players. I’m trying to point out the Orca is nothing more than a loot piñata waiting to be found for EVERYONE else.
But how? Gankers don’t stagger their shooters. Once you start getting shot, it’s too late. You either warp out before they get on grid and tackle you, or you die. EHP doesn’t help you react or run away faster. If you escape before the gank begins, it doesn’t matter whether you have a thousand EHP, or a million.
So, sounds like orca and porpoise should have ecm burst bonuses vs logi ones to help more ships escape vs attempting to tank the untankable

But how?
By the same methods used in null, getting of grid the moment a suspicous/dangerous amount of players arrive in your system but currently using a hulk is like being permanently under the effects of the “Blackout” patch. and you know what that did to the game…

So, sounds like orca and porpoise should have ecm burst bonuses vs logi ones to help more ships escape vs attempting to tank the untankable
Better than nothing, but targeted ECM (or counter-shooters) is better because it won’t get the defenders also killed by CONCORD.

By the same methods used in null, getting of grid the moment a suspicous/dangerous amount of players arrive in your system but currently using a hulk is like being permanently under the effects of the “Blackout” patch. and you know what that did to the game…
That doesn’t answer my question. You said that a higher EHP would help you react and escape faster. Can you explain how a higher EHP would help you better avoid a gank, instead of being better able to survive one?

That doesn’t answer my question. You said that a higher EHP would help you react and escape faster.
Never said that, I said it would help me to react and escape at all.
as it would give me the opportunity to get off grid when a suspicous amount of players/gankers enters my system. currently that amount is so low that it is impossible to identify thx to the abyssmal EHP.
I still don’t understand. Why would the EHP amount matter before you’re getting shot? Your EHP amount has no effect on how much time you have to react to a potential threat.
Are you perhaps confusing EHP with ship agility/align time?
This post was read out of context by someone and flagged as inapprop[riate. That person should grow up…