Alistair
October 25 2011, 05:22:02 PM
Proposal for Revision of Mining in EVE Online:
Step 1. Revision of Asteroid Distribution:
--All Low-Tier (Veldspar, Scordite, ec.) Asteroids are distributed Universally (all space, high-sec, low-sec, 0.0) and in Static, Permanent Asteroid Belts.
These permanent re-spawning belts have a small chance to spawn a rare higher-tier Asteroid or two at each Belt Re-Spawn.
--All Mid-to-Higher-Tier Asteroids are distributed in Exploration Site Locations Only. These must be scanned down as with other exploration sites, and each location will contain only a few asteroids (1-10), and (usually) no Faction rats.
These Exploration Asteroid Clusters only appear in certain locations of space, as determined by CCP. Some Ores in some 0.0, Some Ices in some 0.0, some Ores only in Low-Sec and some Ices only in Low-Sec. This uneven distribution is designed to create trade, scarcity and opportunity. Not all minerals or ices should be in abundance everywhere.
Step 2: The Mining Process:
--Currently, Mining is as simple as “look at overview, get in range, fire zee Miners, rinse and repeat”.
--Under the Revision, All Asteroids on the overview lose their type descriptions. All asteroids must be scanned to determine what ores they contain and in what quantities, and their location on the asteroid. Some asteroids will contain nothing of value. Most will contain a single ore-type. Some will contain multiple ore types.
--Miner will scan the road till they find one they wish to work on. Once that is done, (and the results pop up), they can activate their mining modules/drones on the results.
--Every 10-15 cycles, the asteroid must be re-scanned and the miners re-targeted and re-activated. Failure to re-scan will result in a lower yield, or worthless space rock (random chance of either).
Step 3: The Rare Events Table (Pop-Ups/Action Events):
--Implement a “Rare Events Table” of events that can occur while mining, that require or promote human reaction. For example:
Pressure Pocket Rupture – You’ve ruptured a volatile and unstable gas pocket. You have 60 seconds to withdraw to a safe distance. After 60 second, an AOE Damage Explosion occurs (destroying the asteroid that was being mined) that damages all ships within 20km. In place of the destroyed asteroid is a very small amount of ultra-rare-elements (to be implemented) that serve some industrial/manufacturing purpose.
Hidden Ore Uncovered – While Mining, you’ve uncovered a hidden pocket of improved Ore/Ice your scanner could not detect. Gives the option o re-target the better Ore-type or Ice if acted upon within 60 seconds. Failure to act results in the ore being lost to cave in, crushing or mining unit damage.
Valuable Gas Pocket – You’ve uncovered a pocket of rare and valuable gas (i.e. Wormhole gasses). If you have a Gas Harvester on your Ship, you can Harvest these gasses by re-targeting them. Failure to do so within 60 seconds means the gas escapes and the opportunity is missed.
Asteroid Depletion -- Apparently your scanner was wrong, and the amount of Ore less than thought. The Asteroid is depleted early.
Hidden Cache – You’ve uncovered a hidden cache of supplies buried within the Asteroid. Gives the opportunity to loot the cache for 60 seconds. Failure to do so and the asteroid collapses on the cache, destroying it. Cache can contain any kind of module, salvage or other loot as determined by that systems Security-Level. Lower value in high-sec, higher in 0.0.
Hidden Database – You’ve uncovered a hidden Faction Database. This remote database storage link unit contains the location of an Expedition, or Faction Rat Location (security level appropriate) and provides you a bookmark for its location nearby (1-5 systems away). Failure to react within 60 seconds causes the database unit to be damaged beyond repair by your mining units.
Both the Hidden Cache and the Hidden Database would be the “ultra-rare” rare events, and could contain some special miner-specific stuff. Specifically, Faction Mining Gear (to be implemented, the miners equivalent to Faction Rat Belt Spawns) all the way up to ultra-rare Faction Mining Vessel BPC’s (Frigates, Cruisers, Battleships-equivalent Mining Hulls for Each Faction, lots of opportunity for rareity and cool new hull designs).
The Key to the Entire System/Proposal:
Mining needs to be made less (or preferably NON) bot-friendly. The ideas above would add a lot of activity and variety to the mining profession, which helps.
But to make sure bots would have some trouble, I propose two things:
First, a method of informing the player of the event would need to be generated that the player could see visually, but that would NOT be logged anywhere the bot could read it. I.e. a pop-up message on the screen, but no logging of the message anywhere clientside.
Second, the message would need to be slightly (and randomly) garbled, but only VERY slightly. So players could easily read the pop-up message, but the random replacement of just a few random letters in the message would make bot-reading of the message much harder.
This combination should make it far more difficult for bots to know an event has taken place. The bot would have to be able to “see” the pop-up on the screen and be able to understand it even with random garbling of the message, and still be able to react. If nothing else, it would create (IMO) a lot more work for the bot programmer to make it work.
With that said, I am not a software guy, and I don’t know if the above is possible or would slow down the bots.
But I think the entire proposal would make mining a more interactive, enjoyable and even valuable profession for PvE players to choose. And hopefully, the nature of the new system would make botting it harder, opening up more opportunity for players to enjoy the content without the competition form non-player bot accounts.
Step 1. Revision of Asteroid Distribution:
--All Low-Tier (Veldspar, Scordite, ec.) Asteroids are distributed Universally (all space, high-sec, low-sec, 0.0) and in Static, Permanent Asteroid Belts.
These permanent re-spawning belts have a small chance to spawn a rare higher-tier Asteroid or two at each Belt Re-Spawn.
--All Mid-to-Higher-Tier Asteroids are distributed in Exploration Site Locations Only. These must be scanned down as with other exploration sites, and each location will contain only a few asteroids (1-10), and (usually) no Faction rats.
These Exploration Asteroid Clusters only appear in certain locations of space, as determined by CCP. Some Ores in some 0.0, Some Ices in some 0.0, some Ores only in Low-Sec and some Ices only in Low-Sec. This uneven distribution is designed to create trade, scarcity and opportunity. Not all minerals or ices should be in abundance everywhere.
Step 2: The Mining Process:
--Currently, Mining is as simple as “look at overview, get in range, fire zee Miners, rinse and repeat”.
--Under the Revision, All Asteroids on the overview lose their type descriptions. All asteroids must be scanned to determine what ores they contain and in what quantities, and their location on the asteroid. Some asteroids will contain nothing of value. Most will contain a single ore-type. Some will contain multiple ore types.
--Miner will scan the road till they find one they wish to work on. Once that is done, (and the results pop up), they can activate their mining modules/drones on the results.
--Every 10-15 cycles, the asteroid must be re-scanned and the miners re-targeted and re-activated. Failure to re-scan will result in a lower yield, or worthless space rock (random chance of either).
Step 3: The Rare Events Table (Pop-Ups/Action Events):
--Implement a “Rare Events Table” of events that can occur while mining, that require or promote human reaction. For example:
Pressure Pocket Rupture – You’ve ruptured a volatile and unstable gas pocket. You have 60 seconds to withdraw to a safe distance. After 60 second, an AOE Damage Explosion occurs (destroying the asteroid that was being mined) that damages all ships within 20km. In place of the destroyed asteroid is a very small amount of ultra-rare-elements (to be implemented) that serve some industrial/manufacturing purpose.
Hidden Ore Uncovered – While Mining, you’ve uncovered a hidden pocket of improved Ore/Ice your scanner could not detect. Gives the option o re-target the better Ore-type or Ice if acted upon within 60 seconds. Failure to act results in the ore being lost to cave in, crushing or mining unit damage.
Valuable Gas Pocket – You’ve uncovered a pocket of rare and valuable gas (i.e. Wormhole gasses). If you have a Gas Harvester on your Ship, you can Harvest these gasses by re-targeting them. Failure to do so within 60 seconds means the gas escapes and the opportunity is missed.
Asteroid Depletion -- Apparently your scanner was wrong, and the amount of Ore less than thought. The Asteroid is depleted early.
Hidden Cache – You’ve uncovered a hidden cache of supplies buried within the Asteroid. Gives the opportunity to loot the cache for 60 seconds. Failure to do so and the asteroid collapses on the cache, destroying it. Cache can contain any kind of module, salvage or other loot as determined by that systems Security-Level. Lower value in high-sec, higher in 0.0.
Hidden Database – You’ve uncovered a hidden Faction Database. This remote database storage link unit contains the location of an Expedition, or Faction Rat Location (security level appropriate) and provides you a bookmark for its location nearby (1-5 systems away). Failure to react within 60 seconds causes the database unit to be damaged beyond repair by your mining units.
Both the Hidden Cache and the Hidden Database would be the “ultra-rare” rare events, and could contain some special miner-specific stuff. Specifically, Faction Mining Gear (to be implemented, the miners equivalent to Faction Rat Belt Spawns) all the way up to ultra-rare Faction Mining Vessel BPC’s (Frigates, Cruisers, Battleships-equivalent Mining Hulls for Each Faction, lots of opportunity for rareity and cool new hull designs).
The Key to the Entire System/Proposal:
Mining needs to be made less (or preferably NON) bot-friendly. The ideas above would add a lot of activity and variety to the mining profession, which helps.
But to make sure bots would have some trouble, I propose two things:
First, a method of informing the player of the event would need to be generated that the player could see visually, but that would NOT be logged anywhere the bot could read it. I.e. a pop-up message on the screen, but no logging of the message anywhere clientside.
Second, the message would need to be slightly (and randomly) garbled, but only VERY slightly. So players could easily read the pop-up message, but the random replacement of just a few random letters in the message would make bot-reading of the message much harder.
This combination should make it far more difficult for bots to know an event has taken place. The bot would have to be able to “see” the pop-up on the screen and be able to understand it even with random garbling of the message, and still be able to react. If nothing else, it would create (IMO) a lot more work for the bot programmer to make it work.
With that said, I am not a software guy, and I don’t know if the above is possible or would slow down the bots.
But I think the entire proposal would make mining a more interactive, enjoyable and even valuable profession for PvE players to choose. And hopefully, the nature of the new system would make botting it harder, opening up more opportunity for players to enjoy the content without the competition form non-player bot accounts.