I found the new mining system bloody good, in all. But for a couple of points below. Sorry if they've been raised already... but you know, 18 pages...
1. What use is the generic Miner ID? Yes it allows you to mine anywhere in Sirius, but the ore bonuses are horrible, and, worse yet, it auto-adjusts reps to be red to every pirate faction. So you have the worst of both worlds. Could we get rid of the rep adjusts please? I would imagine an indie miner would get at least a couple of pirate factions on his side (RP-wise).
2. I hope the new miner ship models have all forward-facing turrets... dear god please. Mining through your ship's rear end is slow and painful.
3. Mining corp IDs and generic ID says you cannot land on IMG bases, but all the civilian mining ships are sold only on IMG bases. I assume we're not breaking RP...
edit:
4. Forgot to mention, the generic Miner ID can't land on any other mining base, including IMG. It means trips off-system just to land and take a break. I mean, for god sake, why all the hatin' of generic miners?
i just keep wondering why there isn't a 500 to 600 unit cargo miner ship for general mining.....
sorry if i like to be a miner haulerand i am broke...cant afford a hedgmon yet.....as far as the whole diminishing returns thing goes it makes sense....you just have to know about seldome used fields and routes...event hough I am using a basalt and am hauling my own I am still making a good profit
and just wondering...but does the map show the diminishing returns?
EDIT:.....just upgraded to a civy freighter...still not taking too long to fill...
I think the current mining setup is well moderate at best.
Mining ID's and all that jazz with bonuses great. I am not impressed that we put a decline on sites. If out mined. That is just silly. You want a constant reliable site. Pirates and traders will know where to go interact/rp and such. In fact, I am just tired of the guess work on where to mine for the day.
Lets make it even for the traders then. I do not see their route pick up points decrease in value an or their drop off points, oooh we all know those are not over worked.
I fail to see the mentality of nerfing miner sites over time because of mining. If you do that then do it to the trade laners as well.
in my opinion mining should become less concentrated in specific sistems, i suggest to lower the drop rate in the principal fields (like omega or sigma) and create many more mining fields with low-medium drop rate and more subfields with high drop rates. In this way a miner should not just stay always in the same place but also moving and exploring new sistems.
Ah, an other thing that could be great is an indication of the medium drop rate in the ingame map
Midsized miner: Try the Annapurna. 'Though it's an IMG ship I believe any Sirian faction gets a bonus on it.
Field decay: Instituted back when 90% of all the mining was taking place in Dublin, and caused a lot of issues with players behaving badly in a very densely populated system. Done to force activity to spread. This has proven successful.
Droprate indication: Since drops are variable, that's not likely to happen. Higher subzones are usually indicated as such with a bigger yellow blob making it stand out from the rest of the field.
Miner ID hostile to pirates: Prevents OORP silliness with "Outcasts" mining Niobium, then going over Alpha to Berlin with it with virtually no risk (suddenly becoming freelancers once they leave Outcast space). If you declare the miner ID open to unlawfuls, what point is there to be a lawful miner...? This is a gameplay issue.
Miner turret facing: What mining ship exactly? Keep in mind that you can load such mining ships with weapon turrets too, which makes them very powerful if all turrets can face forward on the fighter models. They are balanced for one mining gun forwards, and the rest defensive guns. If you're greedy and go for two forward turrets, you sacrifice firepower. If you're powerhungry and go for the extra guns forward, you'll have the hassle of mining from the rear. Player choices really.
Ship sales on IMG bases: Known issue that has long since been solved. Check some of the corporate bases like Trafalgar, Essen etc. Every corp has access to mining ships somewhere in their general ZoI.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
Samura would like to request that the H3 field in Hokkaido is changed to have the same density/drop rate as the fields in Sigma-19/Okinawa.
The ingame lore backs up such a move and I have seen no reasonable explanation why the field was not set that way from the beginning.
Currently Samura is suffering from a double nerf on H3 mining which is adversly affecting our ability to display that side of our ingame presence.
(06-22-2012, 05:40 PM)Allimite Wrote: in my opinion mining should become less concentrated in specific sistems, i suggest to lower the drop rate in the principal fields (like omega or sigma) and create many more mining fields with low-medium drop rate and more subfields with high drop rates. In this way a miner should not just stay always in the same place but also moving and exploring new sistems.
Ah, an other thing that could be great is an indication of the medium drop rate in the ingame map
I've noticed, especially so in Tau-23 in recent weeks past. That miners their have dropped drastically, and one problem I think, which I've found as a miner for a good while operating in Tau-23 until stopping mining. Traders want the ore for 2k a unit and will only use miners "mining for that much", so you have to match price to get the work. Now if drop rates are lowered so it takes longer to fill a trader ship at 2k unit, you'll soon start losing interest in mining a lot for people. And if it takes longer as well to fill a 5k ship as a miner, that leaves you a lot more open to pirate attacks and being taxed more often. Not worth the hassle and why I think mining has dropped a lot in Tau-23 generally of late, traders now seem to be struggling in that system to get a miner half the time to fill them up.
well if those traders want to pay 2k per unit let them wait for it, its their risk sitting in tau 23 waiting for a miner that is willing to risk his ass for 2k a unit, whilst cali base is so close
As for the 2k a unit thing. Well... you try charging traders 3.5 a unit in Tau-23 and see how much work you get. Might not be so bad now there's not that many miners showing up in Tau-23 - to go back charging 3.5 again. Traders are not spoiled for choice anymore, like before to get a miner easy for 2k a unit. I never agreed with the 2k a unit, I only charged it because I kept being undercut by those miners charging that much. So you have to jump on the same bandwagon to get the work.
But anyway, I don't mine now. So doesn't matter to me anymore.
"Mining" toxic waste as ALG is ridiculously slow. I get it, it's toxic waste. It's not going to be profitable.
But not only is the sell price extremely low compared to ores, drops are really, really low as well.
You'd think it would be faster to just gather toxic waste rather than carefully extract valuable ores, but no.
If it took about 2-3 minutes to fill a Golem with waste, that still wouldn't be profitable since you can just cheaply buy it instead.
But maybe, just maybe, more people would do it.
Also....are there other locations besides the East Leeds smog cloud?