Shadow of Cerberus

Public => EVE World News => Thema gestartet von: Aura am August 17, 2012, 07:03:24 Nachmittag

Titel: [CCP Devblog] Ship Balancing: Mining Barges
Beitrag von: Aura am August 17, 2012, 07:03:24 Nachmittag
Ship Balancing: Mining Barges


The big picture



This summer we will be revamping the Mining Barges and Exhumers, hereafter collectively referred to as barges. This is part of a larger initiative, spearheaded by CCP Ytterbium, where we revamp ship classes one by one.



Here is Ytterbium's initial blog about the initiative: Rebalancing EVE, one ship at a time



In his update blog, Ship balancing summer update, he goes into some details about the barges.



For those of you who didn't read that, here's a quick summary of the mining part of the blog:




The goal here is to allow players to choose a barge that fits their specific play style rather than lead them on a journey from the worst barge to the best one.




Mining



The barges are primarily mining ships, which means that regardless of what else they do, they have to be good at mining. The difference between the lowest and highest mining output was way too much, so the first thing we did was to bring the mining outputs of the different barges closer together. Hulk is still the king of yield, but the others are not so far behind as to be redundant.



With the new roles of cargo, tank and yield, the old roles had to be reconsidered as well. Without changing those, the Ice and Mercoxit bonuses of the Skiff and Mackinaw would have meant that Ice miners would be forced to fly the ore hold barge and Mercoxit miners would be forced to fly the tanking barge. That would have gone against the goal of giving players more options, so we decided to move those bonuses away from the ships. Now you can choose which barge you want to fly and then put on rigs that boost your Ice or Mercoxit mining efficiency.



Here is the end results of the changes to mining bonuses. For each type of ore/ice this is assuming perfect skills, fittings, implants and fleet bonuses (mining drones not included). I'll leave it to you to figure out exactly what those are.



Edit by: CCP Tallest on 08/08/2012: The numbers in the original blog were using an Orca fleet bonus, rather than a Rorqual which gives better results. I appologize for the mixup and now include both sets of numbers.



Max Yield with Rorqual fleet bonus
















































Ship

Veldspar/hour

Mercoxit/hour

Ice/hour

Hulk

2,035,290

3,217

85

Covetor

1,846,763

2,916

80

Mackinaw

1,761,350

2,781

79

Retriever

1,677,477

2,650

75

Skiff

1,615,918

2,557

72

Procurer

1,538,971

2,432

68


Max Yield with Orca fleet bonus
















































Ship

Veldspar/hour

Mercoxit/hour

Ice/hour

Hulk

1,739,139

2,749

73

Covetor

1,578,043

2,492

69

Mackinaw

1,505,059

2,377

68

Retriever

1,433,390

2,264

64

Skiff

1,380,788

2,185

61

Procurer

1,315,038

2,078

58


Tanking



All the barges are getting their tanks adjusted to favor shields rather than structure hit points. Skiff and Procurer (original version of the blog incorrectly listed Retriever here instead of Procurer) are getting hit points comparable to a battleship, while the others are closer to cruiser level hit points. With the increase to shield hit points, the shield resistance bonus of Exhumers was making the gap between Mining Barges and Exhumers a bit too big, so we reduced the bonus from 7.5% per level to 5% per level. Here are the new total hit point and EHP numbers:









































Ship

Total Hit Points

EHP

Hulk

6000

8713

Covetor

4500

5771

Mackinaw

8000

11625

Retriever

6000

7691

Skiff

19625

29091

Procurer

18000

23252


Cargo



All the barges are getting most of their storage capacity moved from the cargo hold to a new ore hold. This allows us to give them substantial storage capacity for their mined ore without invalidating Industrial ships in the process. Retriever and Mackinaw being the storage barges, will now be able to store more ore than a jet can. Covetor and Hulk are meant to be used in a group, so while they have the highest mining output, they also have the smallest ore bays. The reduction of the cargo holds does have an unfortunate side effect for miners; there is much less space for mining crystals. We alleviated this slightly by cutting the volume of mining crystals in half, but it is now something that miners have to plan for before they go mining.



Here are the new cargo numbers. The spare crystal sets numbers assumes that you leave 50m3 of space free (you need at least 25m3 free to be able to switch crystals). Again, the numbers assume perfect skills, implants and fleet bonuses.























































Ship

Ore hold

Mining cycles

Cargo hold

Spare crystal sets

Hulk

8500

1

350

4

Covetor

7000

1

350

4

Mackinaw

35000

6

450

10

Retriever

27500

5

450

10

Skiff

15000

3

350

12

Procurer

12000

2

350

12


End



Finally, we reduced the skill requirements of Mining Barges and Exhumers. Mining Barges now require Mining Barge level I and Astrogeology level III. Exhumers now require Mining Barge level V and Exhumers level I. Hopefully these changes will benefit the mining profession in EVE. They might not make it any more exciting, but at least miners will have to make some meaningful decisions before they undock.


Source: Ship Balancing: Mining Barges (http://community.eveonline.com/devblog.asp?a=blog&nbid=73098)