Let me preface this by saying its NOT a bash post, i will give constructive feed back.
what you chose to do with that, is upto you.
However If you did these changes, then the game would be something id actually want to come back to and play again.
Ok here we go.
- I havent played eve in years, i hear about a new mining update. Oh? thats cool,
- I like building stuff and mining, maybe they will be doing something cool for once..
- I Look into it..
Nope, just more CCP doing what CCP does. Doing a bunch of changes to arrive right back where we are now. A ton of work with no purpose. You reduced the cycle time AND yield to match pre reduction mining rates. This is a pointless change. (we will circle back to this later)
You do this in a time where prices to build stuff are out of control and mining is seen as a largely pointless and boring activity.
i gotta ask are you mocking us, or do you actually want to do something cool with mining, and just not know what to do?
If you want to make changes that are actually cool then i have a list of stuff ive wanted forever so buckle up, the feedback floodgates are about to break.
1st: REDUCE SCARCITY.
Moon Mining, and mining in general in LS and WH is terrible.
This can be fixed and made more interesting and profitable pretty easily.
-
1a) WH moons should have small amounts of HS & NS ice added to their cracks, LS ores, and Fullerine gases.
-
1b) LS moons should have small amounts of NS Ice added to their cracks along with Cyto gasses
-
1c) High sce moon mining could just be improved by adding some HS myko gas, HS ice, and some small ammounts of LS ores to the moon.
-
1d) Null doesnt really need any buffs lets be real. But if you had to give them something maybe add some LS ore and HS gas.
Im not talking about an entire ice or gas field here. maybe just equal to 1 or 2 mid end gas pockets, and no more than 1000 units of ice for a full crack.
you can easily turn that into a multiplier for shorter cracks.
the Point is so theirs SOMETHING else for them to mine and alternate ways to get vitally needed materials. Especially in more isolated content dead space. Additionally its to help drive down the costs of production and more advanced materials so we can get back to the good old days of pre scarcity.
2nd: New mobility features for Indsutial fleets pt1.
- The following ships need to have their own âIndustrial jump drivesâ on them.
Porpise, Orca, All T2 barges and Mining destroyers/frigates, and T2 Deep space Transports.
For self jumping to beacons/cynos.
3rd: New mobility features for Indsutial fleets pt2.
- the Orca and Rorqual need a new Industrial Jump Portal generator so it can bridge T1 ships.
(i havent played in years so if this already in game i apologize)
3A) Industrial Cynos should come in 2 versions (BOTH can be used in High sec to help with mobility)
- T1: normal 5 min cycle or (what ever it is currently in modern times) and you are visible to the whole system.
- T2: 60 second cycle, and not visible except to the grid, Kinda like a blackops cyno but locked to industrial ships use only. Requies Cyno field theor 5 and Industrial Cyno 4.
This would make for fun blackops/ninja mining and high skill quirky industrial focused gameplay.
4th: The New mining Destroyer needs a small buff and a 2nd T2 Ice variant.
- the new T2 mining destroyer drone bonus needs to include Mining drone yield,
AND
you need to add a 2nd version of the destroyer built around ice mining, with 2 lasers instead of 1, along with a 50mb/100m3 dronebay for ice mining.
Call it the PermaFrost or something idk. (i think the name Bi-frost is taken)
Basically the Mining destroyer version of the endurance. (make sure it also has a Industrial Cyno slot and Jump drive)
5th: we need Deploy able âMobile Mining Unitsâ, Like MTUs but for miners:
Again think MTU but for mining BUT with some interesting Quirks.
Basically imagine gluing a single Strip-miner to a Jet can and youâre 80% of the way there.
Quirk 1: They are anchored so they cant be scooped by anyone but the owner, however they act like an OPEN container that ANYONE can pull the ore out of, so theft is super easy and they must be defended from thieves.
Quirk 2: they despawn after a week if left abandoned.
Quirk 3: If attacked they go into a short 2 hour Reinforcement for T1 and 4 hours for T2.
(prevents Greifing/Ganking and gives the owner a chance to recover them)
Quirk 4: Each Anchoring Level, lets you deploy upto 2 of these for a Max of 10 at level 5 anchoring.
You may only have upto 10 of these deployed per 250km radius. REGARDLESS of owner or MMU subtype. so first come, first serve.
if you dont like it STEAL their ore, or blow them up =)
I imagine These being available for Ice, Ore and Gas mining.
And each version would come in 3 variants.
T1:
- Requires Anchoring and basic stripminer skills. 1 Min anchor, 1 Min online time.
- Has a 20k M3 ore hold, 12k M3 ice hold, 8k M3 gas hold (depends on variant)
- each respective variant takes 20 min to fill from empty, and has a Mining Laser Equal to T1 Strip/Ice/Gas miner.
- Can Tell it which ore/gas/ice you want to ignore by configuring the module.
- The price point for these would probably be about 6-8m for T1.
- 100km mining range
T2:
- Requires Anchoring 4 and the Skills for the respective T2 lasers.
- Has 40k M3 ore hold, 24k ice hold, or 16k gas hold. (depends on variant)
- each respective variant takes 30 min to fill from empty, and has a Mining Laser Equal to T1 Strip/Ice/Gas miner. So they mine 50% faster, and have a larger hold, and thus take longer to fill up, but can be left alone for longer for larger cleanouts.
- Can Tell it which ore/gas/ice you want to ignore by configuring the module.
- Price point would be about 12-16m for each
- 150km mining range
T2B: This is a secure Version of the MMU.
- Requires same Skills as the T2 version.
- has a 10k ore hold, 6k ice hold, or 4k gas hold.
has normal T1 mining rates but due to the half size hold its fill up time is half that of the T1 versions so 10 min to fill. - Main quirk is that it acts like a secure container in that only the person with the password can access it. But it cant mine as much or be left alone as long.
- Can Tell it which ore/gas/ice you want to ignore by configuring the module.
- Price point 14-18m each.
Between the reduced hold, high skill investment, and the more expensive price point. this feels like a good trade off for the secure ore miners.- 150km mining range, add a hand wavy lore reason why this laser is T2 but mines at a lower rate like T1.
6th: Its been 25 years, where the F are the T1/T2 gas mining drones???
Make em 10m3 Medium sized drones. we already have small and large.
7th: Make it so we can clean our our PI with Alpha membership,
and use the porpoise/T1 barges/ t1 links/t1 industrial cynos.
come on CIG, plz reduce the suffering.
8th: I Honestly think that all T1 Mining ships and barges should mine 50% more RAW than they do now. and 3x more for T2 than they do now.
Ive played on and off for decades.
The best time i ever had was during the age of plenty when things were cheap. You could go fight with cheap cruisers, battlecruisers and battleships, you could afford to take risk and have fun because a single loss didnt break the bank and force you into hours of risky grinding to replace it.. We need to get back to those days.
also the love of all that is holey, you need to HALF the resources needed to build mining barges. they are way to expensive and squishy.
if you want to do your silly crit chance/RNG mining stuff ONTOP of a large raw increase in mining.
Ok cool, whatever, im fine with that.
But we need MUCH MUCH more supplies anyway.
This is just my 10 cents.
I hope this stuff makes it into the game someday, but im not holding my breath. take care everyone, and have a good weekend 07