[DEVBLOG] New Structure : Refineries

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Ersin Oghuz

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Post 2017.03.22 15:58

[DEVBLOG] New Structure : Refineries

A huge change for refining, moon and ore mining!

Here’s a walkthrough of the process currently planned for the new moon mining system:

A refinery that is deployed close enough to a moon can fit a special moon drilling service module. Fitting of this module will only be an option if no other drills are fit to other Refineries around the same moon, so only one structure can mine each moon at a time. This service module gives the owners the ability to designate how large of a fracking operation they wish to begin, with larger chunks taking longer time to prepare.
The moon drilling module begins blasting a chunk of the moon away from its surface and dragging it towards the structure. This process takes between one and several weeks depending on the choices made by the structure owner. Observers can watch the chunk move through space as a way of estimating when it will reach the Refinery.
Once the chunk of moon rock has completed its journey into space, the Refinery can use its drill module to detonate the chunk into a minable asteroid field. The exact time of the detonation is controlled by the owners of the Refinery within limits. If the chunk is left unattended long enough it will disintegrate into the asteroid field on its own.
The new asteroid field that appears with the explosion of the chunk will contain new types of valuable ores that will yield moon minerals when reprocessed. The composition of the field will depend on the composition of moon materials available in the moon. The field will generally remain far enough away from the Refinery structure that you won’t be able to effectively mine it from docking range but close enough for a pilot controlling the Refinery to be able to cover the friendly miners and/or attack uninvited guests.
Once the chunk has exploded, the drilling module can begin fracturing a new part of the moon to start the process again.


I see here a great opportunity for campus related activities!

Source : https://community.eveonline.com/news/dev-blogs/introducing-upwell-refineries/


SPOILER WARNING!
Refineries will come in medium and large sizes with prices between that of Engineering Complexes and Citadels. Like the earlier Upwell Structures they will have docking and tethering ability as well as the whole suite of standard structure features like storage, fitting, insurance, repair and corp offices. They will be able to fit the same set of basic Standup modules as Citadels and Engineering Complexes. As we continue to add more features to the basic Upwell framework both before and after the release of Refineries they will gain those upgrades as well. The benefits of the larger sized Refinery will primarily come from increased defenses, more generalized rigs and increased docking capabilities, with all the core Refinery functionality available in both Medium and Large versions.

Refineries are intended to be the hub of resource collection and resource processing operations. At launch these operations will largely revolve around reprocessing ore, mining moons, and reacting advanced materials together to create composites. In the future we will continue to look for opportunities to tie more resource collection and processing functions to these structures. For instance, mining buffs and support roles provided by the structure are not out of the question over the medium-term, and we are interested in investigating the possibility of shifting the sov mining upgrade role from Infrastructure Hubs to Refineries eventually.

Reprocessing

Reprocessing will be the simplest and most universal of the initial Refinery roles. Refineries will receive bonuses when using the existing Standup Reprocessing Facility service module, and the existing reprocessing rigs will be rebalanced to go along with these new bonuses. On patch day we will automatically unfit existing reprocessing rigs that are fit to Citadels and Engineering Complexes so that structure owners can have the option of either fitting their rigs right back on to the same structure or moving those rigs to a Refinery if they wish.

Since Refineries will not have an XL version, the rebalance of reprocessing rigs will include improved generalization for the L and M sized reprocessing rigs and a reduction in cost for the XL reprocessing rigs. We will be issuing appropriate compensation for owners of any rigs that have their build costs reduced.

Moon Mining



Moon mining is an area of gameplay that will be receiving very significant changes with the release of Refineries. The old moon mining system in starbases has been untouched since the early years of EVE and we believe that there’s a lot of room to make a system that provides better gameplay for many kinds of players.

The key goals of the new moon mining system are to create a new form of active group gameplay that organized corps and alliances can aspire towards and compete for. The new system must support gameplay for many different types of players, involve strategic choices, and reward players who can cooperate well.

Those of you who have been following the community discussions around moon mining over the last several years probably won’t be surprised by the key parts of this design, as we are building on a foundation of ideas that have been brought up and discussed many times from many sources.

Here’s a walkthrough of the process currently planned for the new moon mining system:

A refinery that is deployed close enough to a moon can fit a special moon drilling service module. Fitting of this module will only be an option if no other drills are fit to other Refineries around the same moon, so only one structure can mine each moon at a time. This service module gives the owners the ability to designate how large of a fracking operation they wish to begin, with larger chunks taking longer time to prepare.
The moon drilling module begins blasting a chunk of the moon away from its surface and dragging it towards the structure. This process takes between one and several weeks depending on the choices made by the structure owner. Observers can watch the chunk move through space as a way of estimating when it will reach the Refinery.
Once the chunk of moon rock has completed its journey into space, the Refinery can use its drill module to detonate the chunk into a minable asteroid field. The exact time of the detonation is controlled by the owners of the Refinery within limits. If the chunk is left unattended long enough it will disintegrate into the asteroid field on its own.
The new asteroid field that appears with the explosion of the chunk will contain new types of valuable ores that will yield moon minerals when reprocessed. The composition of the field will depend on the composition of moon materials available in the moon. The field will generally remain far enough away from the Refinery structure that you won’t be able to effectively mine it from docking range but close enough for a pilot controlling the Refinery to be able to cover the friendly miners and/or attack uninvited guests.
Once the chunk has exploded, the drilling module can begin fracturing a new part of the moon to start the process again.
The time scale for this whole cycle will be controllable by the owners of the Refinery, within constraints. Longer cycle times will mean more ore generated in each explosion.

To be clear: Refinery structures themselves will be deployable anywhere that other Upwell structures can be deployed. However only Refineries deployed near minable moons will be able to fit a moon drill service module. The deployment UI for Refineries will clearly show whether the structure is in a location suitable for moon mining before deployment is confirmed.

We’re still in the process of determining how much or little we may need to adjust distribution of moon minerals, and announcements in that area will come later once we’re a little closer to release. However, for this first release we are not currently planning on expanding moon mining to areas of space where it is not available today (highsec and wormholes). Although this gameplay has the potential to be interesting and fun in any area of space we want to be careful not to dilute the regional value of tech two resource collection too much.

Since the time between events will be fairly long, we are expecting this group mining event to be a special high-value occasional event where your corp’s usual miners can turn their attention away from their normal belts and clusters for a few hours and players who only mine once in a while can pull out their barges and join in. In many ways these events will be like mining incursions that are partly controllable by the structure owner. The income from mining these asteroids will of course vary based on market forces and demand for different moon materials, but we expect mining the fields generated by good moons to be very valuable with higher isk/m3 than the high-end ABC (Arkonor, Bistot, Crokite) ores.

The Mining Ledger

With all this new activity around the moons of New Eden, the corporations claiming the moons will need new tools for tracking what’s going on in their territory. The mining ledger is the new open-ended tool for Refinery owners to keep track of who is mining in their belt.

Each Refinery structure with an active moon drill will keep track of all the mining done in its associated belt, logging the character, corporation, ore type and amount mined. This will allow Refinery managers to share profits or request fees as they see fit, allow mining operations to more easily organize themselves, and allow corps and alliances to see who has been ninja-mining their fields without permission.

The ledger will be available in the client, exportable to spreadsheets, and obtainable through an API for those who wish to build advanced tools. It will not update fast enough to provide a real-time warning system against ninja miners, but it will allow owners to look back at what happened in the past and plan their revenge or negotiations as they see fit.

All moon drilling refineries will log mining activity in the moon asteroid fields they generate, and we are also investigating opening up the option of tracking entire solar systems worth of mining for Refineries that are also owned by sov holders.

Reactions

Refineries will also bring changes to the system for reacting moon materials and gasses into more advanced materials. Reactions are a key part of the resource processing chain for Tech-2 items, Tech-3 ships, and boosters, and we believe that the current reaction system using starbases has a lot of room to improve in user experience and quality of life.

With the release of Refineries, reactions will be moved from starbases to a special set of service modules exclusive to Refineries. These service modules will enable reactions as a new type of industry, using the same interface as manufacturing and research. These new service modules will have the same security status restrictions as the existing starbase structures, meaning that reactions will be limited to lowsec and below. Like other industry, the new reactions system will not have hard limits on the number of jobs per structure, and will have per-character limits that can be increased with a new skill.

The existing reactions will be converted to new blueprints that enable the reaction process in the new system, and new reactions will include small amounts of ice products in each run to compensate for the lower number of starbase towers needed for advanced industry.

Thanks for joining us for this look ahead at the work-in-progress Upwell Refineries! A big reason for releasing early dev blogs like this is that we want to hear from all of you, on the forums as well as in person at Fanfest!

If you haven’t already done so, I highly recommend checking out the companion blog to this one that covers the past and near-future of Upwell Structures and includes a survey so you can have your say in our prioritization of changes.

Everything in this blog is subject to change as we respond to feedback and adjust designs and get closer to release. We’ll be keeping you up to date on these and other structure changes through more blogs as well as our official forums.
"In Blasters I Trust"

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LeFleur

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Campus Manager
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Post 2017.03.22 16:10

Re: [DEVBLOG] New Structure : Refineries

really interesting, a pity they don't make single moons in each high sec /WH system mineable. It's the kind of emergent gameplay we like.
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Sweet Pain

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Post 2017.03.30 14:54

Re: [DEVBLOG] New Structure : Refineries

Are there any plans for using these on any campus? Sounds like it would be great for the AMC.
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Ersin Oghuz

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Assistant Campus Manager
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Post 2017.03.30 16:55

Re: [DEVBLOG] New Structure : Refineries

Sweet Pain wrote:Are there any plans for using these on any campus? Sounds like it would be great for the AMC.


In AMC you definely should have one for better refining. Also they will negate the refinery bonuses at citadels. But unfortunately moon mining at highsec and wormhole space is not a thing at the moment :(
"In Blasters I Trust"

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Seamus Donohue

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Post 2017.04.08 23:13

Re: [DEVBLOG] New Structure : Refineries

At present, so-called "moon goo" is the set of (some of) the raw materials needed to make Tech 2 ships and modules. Players do not, by default, know which moons have which kinds of moon goo (moons must be scanned using survey probes fired from Probe Launchers to get this information) and ALL sources of this moon goo are currently limited to Low and Null Security space. Moon goo is a MAJOR Alliance-level asset. Null Security Coalitions sometimes go to war for control of these moons.

To introduce significant sources of moon goo into High Security or Wormhole Space would significantly impact the in-game economy.
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Cassiel Seraphim

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Campus Manager
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Post 2017.04.09 00:00

Re: [DEVBLOG] New Structure : Refineries

Seamus Donohue wrote:To introduce significant sources of moon goo into High Security or Wormhole Space would significantly impact the in-game economy.
True, but they wouldn't necessarily need to use moon-go stuff for those. Could just be better regular ores to promote that instead of just hitting the belts.
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Neonen Enderas (Biomassed 2017.06.23)

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Post 2017.04.10 18:00

Re: [DEVBLOG] New Structure : Refineries

They said, I may quote: "We might add them to WH space in some way." Which means that they A. will never do it and B. might just move the T3 gas from gas clouds into the moons.

And as Cass suggested, you can just make the moons in highsec contain normal ore. Would make perfect sense as all you do now is just... mine. And refine it into the old moon goo.
༼ つ ◕_◕ ༽つ Did someone say "Stealthbomber"? Explosions? And ECM? I'm in! Let's blow shit up! ༼ つ ◕_◕ ༽つ

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Turhan Bey

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Director of Logistics
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Post 2017.04.11 18:09

Re: [DEVBLOG] New Structure : Refineries

Neonen Enderas wrote:And as Cass suggested, you can just make the moons in highsec contain normal ore. Would make perfect sense as all you do now is just... mine. And refine it into the old moon goo.

I have no preference for it either way, but I do hope that they finalize this decision and let the players know. This would influence decisions for highsec corporations to claim moons, or just abandon them considering POSes are on the way out.

BTW, can anybody recall what are the restrictions on how close to one another two of the new structures (citadels, et. al.) may be?
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"Maybe it's just a game. Or perhaps it's a world. Perhaps it's a community. One thing is for certain: If it's only a game to you, then that is all it will ever be."
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Cassiel Seraphim

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Campus Manager
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Post 2017.04.11 18:19

Re: [DEVBLOG] New Structure : Refineries

Turhan Bey wrote:BTW, can anybody recall what are the restrictions on how close to one another two of the new structures (citadels, et. al.) may be?
According to our wiki:
Citadels must be anchored at least 1000km away from an existing station, citadel or asteroid belts.
Which is also backed up by the helpdesk article from CCP:
Citadels can be deployed anywhere in the system as long as it is 1000km from another structure and 1000km from a celestial.
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LeFleur

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Campus Manager
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Post 2017.04.11 18:24

Re: [DEVBLOG] New Structure : Refineries

1000 KM is the distance so far.
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