Talk:Colonies Mk2
From CSMWiki
The problem with Colonies is that it is way to big/diffuse definition on it. So to break it up from low sec down to nullsec.
To be able to bring more people (read Carebears/mission runners) to lower security. There has to be a bigger rewards versus risk than in high sec. For many pilots low sec equals pirate space (ie you risk to be blown up but not earning anything in the process). Nullsec is only about POS bowling for the big alliance and big alliance wannabie.
One aspect to bring out carebears is to have the system populated by miners. There is alot or mining belts that is never or rarely used. Especially in low sec. Reason is: To little profit and to huge risk. To lower the risk to have a mining/hauling ship blown up. An mining op in low sec has to enlist PvP-pilots to protect the mining belts. However, those pilots don't want to "babysit" miners. Especially smaller corps have a big problem with this. Without any protection, most miners aren't going down to lower security.
Suggestion: Mobile Mining Guns Pro: Give miners protection. Cons: Could be misused to protect mining belts from other or harvest ratbounties.
Solution (Limitation):
- Max range between guns, ie limit the amount that can be placed in a belt.
- Equip rats with MMG-protection algorithm, so that MMG can't lock nor firing on NPC pirates.
- Fuel cost. Each MMS should consume fuel to a cost/hour of 1M small, 2M medium, 4M Large.
- Maintence. Each MMS should only have fuel for 3-4 hours run. Then they have to be refueled by the op. Also each MMS should only have ammo for continuges firing on 30-60 minutes. So that they could be depleted of ammo.
- size Small (frigate/Destroyed); Medium (Cruiser/Battlecruiser), Large (Battleship)
More information about the Mobile Mining Guns.
