Mining Guide PDF Vorlage
Transcription
Mining Guide PDF Vorlage
Darkblads Mining Guide 3.0.2 Contents 1. Asteroids and Minerals 2. Ice and Ice Products 3. Mining with …? 4. Skills 4.1. Prerequisites 4.2. Drones 4.3. Enhancement · Perfection 5. Tools 5.1. Mining Ships 5.2. Mining Lasers, Drones 5.3. Mining Crystals 5.4. Ice Harvesters 5.5. Useful Additions 5.6. Tank and Gank 5.7. Fittings 6. Mining 6.1. Ore and general Tips 6.2. Belt Bookmarks 6.3. Permanent Alignment 6.4. Drones 6.5. “Hidden” Belts 6.6. Ice specialties 7. Hauling 8. Reprocessing 8.1. Stations and Outposts 8.2. NPC Station Tax 8.3. POS Reprocessing Arrays 9. Ore Compression 10. Fleet 10.1. Fleet Boost 10.2. Additional Bays 10.3. Orca 10.4. Rorqual 11. Further Information 12. Thanks to 13. Addendum 13.1. Comparison of Ship effectiveness 13.2. Reprocessing 13.3. Ore Compression 13.4. Ice Compression Space, the final … opportunity! If you have a ship. And ships need to get built first. And to build ships, you need minerals, which you only get from Asteroids *1. Mining Asteroid ore ist the only source – that yields meaningful quantities – to get them. Also, ships are not alone with their requirement of minerals, nearly all other items in EVE are built with them. Modules, structures and many other goods also require varying quantities of these asteroid ore contents. That's why mining is the basic foundation of nearly anything that happens within the New Eden Cluster. Certainly there's other resources next to minerals which are needed to create for example advanced modules or more specialized items, like implants. These other resources are either needed in addition to minerals or exclusively. But still, minerals are what's needed the most to create something. Many pillots pity them, or even hate themand hunt miners down. But after all, without miners, those hunters would have no ship to board and fly. On the other hand, though, all miners would soon become obsolete if no one flies ships – and destroys or loses them in combat. But as conflict and PvP are strong in EVE, the circle is complete. No minerals would mean no ships and modules, no ships lost would mean no need for minerals. So keep in mind when you kill the next miner: It's them who enable you to actually fly a ship – that's also equipped with modules – and kill stuff. And the more miners there are, the less you have to pay for what you need. But the same to you miners! If EVE were a peacefull fluffy land, nobody would want your minerals no more pretty soon, as only destruction drives the need for them in such vast numbers! This guide covers Mining, Ice Harvesting, which bonuses you can achieve and gain advantages from, reprocessing the materials into what's required for further activities in the game. The basics of EVE are covered in detail for example in CCP's own New Pilot FAQ their Flight Academy YouTube channel or the ISK Guide. At → the end of this guide you'll find some fruther information that also relate to mining. I would'nt recommend to read this guide in one go. You may rather take a peek at it during you time spent mining ore or harvesting ice. – probably better than staring at walls for prolonged periods of time*2. So what are those Asteroids and Minerals? Ores Veldspar Scordite Pyroxeres Plagioclase Omber Kernite Jaspet Hemorphite The ores on the left yield the minerals on the right after you reprocess them. All solar systems in eve have a security level (sometimes called security status), which can be split into three major groupds. High security from 1.0 to 0.5) Low security from 0.4 to 0.1) Null security 0.0 and below The background colors show, in which security ranges you can expect to find the several types of ores (and therefore which minerals), starting from high sec. This only applies to standard asteroid belts that can be found in your overview and also in the right click menu in space of a system. The information window of ores also shows which security level is the highest to find that type of ore (in standard belts) and the information of minerals will show you the ores that yield that mineral, here also with the security level stated.. Minerals Tritanium Pyerite Mexallon Isogen Nocxium Zydrine Megacyte Morphite Hedbergite Gneiss Dark Ochre Spodumain Crokite Bistot Arkonor Mercoxit But you won't find information about which part of New Eden actually contains that ore. Not all types are available everywhere! For example, you won't find Omber in 0.7 Systems where the Amarr Empire holds sovereignty. Check out this page, there you'll see the availability of different ore types with respect to the highsest system security and NPC faction sovereignty. Ore sites (→ Anomalies) may contain ore types not found in your current region's belts (like the aforementioned Omber within Amarr space) and also those that are usually only found in systems with lower security, for example low sec ores like Hemorphite in ihgh sec systems. Mercoxit, only available in standard belts of systems with a security of -0.7 and below, can also be be found in null sec ore sites of systems with higher security levels. Wormhole space systems, where ore sites are the only place to find asteroids, contain Mercoxit only if their class is 3 and higher. And just like the ores are not spread evenly across New Eden, the minerals as well are not contained with similar numbers in each type of ore. The table below shows the quantities of each mineral for all asteroid ore variants that can be mined. The quantities are not what you will get when you reprocess a batch, but more on that later. Ores and Mineral contents Ore/Variant Veldspar Concentrated Veldspar (5 %) Dense Veldspar (10 %) Scordite Condensed Scordite (5 %) Massive Scordite (10 %) Pyroxeres Solid Pyroxeres (5 %) Viscous Pyroxeres (10 %) Plagioclase Azure Plagioclase (5 %) Rich Plagioclase (10 %) Omber Silvery Omber (5 %) Golden Omber (10 %) Kernite Luminous Kernite (5 %) Fiery Kernite (10 %) Jaspet Pure Jaspet (5 %) Pristine Jaspet (10 %) Hemorphite Vivid Hemorphite (5 %) Radiant Hemorphite (10 %) 100 Hedbergite Vitric Hedbergite (5 %) Glazed Hedbergite (10 %) Gneiss Iridescent Gneiss (5 %) Prismatic Gneiss (10 %) Dark Ochre Onyx Ochre (5 %) Obsidian Ochre (10 %) Crokite Sharp Crokite (5 %) Crystalline Crokite (10 %) Spodumain Bright Spodumain (5 %) Gleaming Spodumain (10 %) Bistot Triclinic Bistot (5 %) Monoclinic Bistot (10 %) Arkonor Crimson Arkonor (5 %) Prime Arkonor (10 %) Mercoxit Magma Mercoxit (5 %) Vitreous Mercoxit (10 %) 0,1 0,15 0,3 0,35 0,6 1,2 415 436 457 346 364 381 351 369 387 107 113 118 85 90 94 134 141 148 2 3 3 5 8 16 16 16 16 40 2200 2310 2420 173 182 190 25 26 27 213 224 234 34 36 38 50 53 55 107 113 118 267 281 294 350 368 385 5 5 5 85 90 94 134 141 148 100 105 110 1000 200 1050 210 1100 220 2200 2400 300 2310 2520 315 2420 2640 330 10000 1600 10500 1680 11000 1760 21000 22050 23100 56000 12050 2100 450 58800 12653 2205 473 61600 13255 2310 495 12000 12600 13200 22000 2500 23100 2625 24200 2750 75 79 83 120 126 132 100 105 110 8 8 9 15 16 17 19 20 21 120 126 132 760 798 836 135 142 149 450 473 495 100 105 110 320 336 352 300 315 330 The information next to the mineral types and their quantities in this table is as explained below. Each group of ore comes in three variations. Next to the standard ore like Veldspar, there's one that contains 5% more minerals (Concentraded Veldspar) and the third one has 10% more (Dense Veldspar) when compared to the basic ore within the same volume. Two additional columns show details on: shows the batch size. You need at least this quantity or its multiple to reprocess your ore. Nowadays, it's 100 units of raw ore for each type. This ccolumn shows the colume of a single unit (raw ore and compressed ore block). To carry a batch of Veldspar, with each unit taking up 0.1m³, you'll need 10m³ of ore/cargo hold. Minerals all have a volume of 0,01m³ for each unit. The 415 units of Tritanium in our Veldspar example would take 4,15m³, but as you currently can only yield between 32% and 86.83% during reprocessing, the actual volume required is less than that. You skills, the installation you use and an implant have an impact on → what you yield will be. Ice is also said to be nice? Ice Blue Ice Clear Icicle Glacial Mass White Glaze Dark Glitter Gelidus Glare Crust Krystallos Does it taste fine? No, but it's of use for many different aspects of the game, for example for ships equipped with jump drives, Starbase Control Towers (POS), Special modes of capital ships that can only be used in low sec or null sec, namely Triage, Siege and Industrial Mode. Ice is no longer available from static ice fields, nowadays various systems have one or more anomalies of the group ore site, which contain a number of chunks. But The quantities are limited and once all of the ice is harvested, the site disappears and a new one will appear four hours later on a different spot of that system – after downtime at 11:00 EVE time, all sites that were previously gone are instantly back, but exisiting ones remain and don't get filled up. In High security space, ore sites of this kind are frequently emptied out within a short amount of time. The ships and Control Towers of all four Empire Factions – and pirate faction towers of the accompanying NPC pirate – all use the type of Isotopes reprocessed from the variation of ice found withit that faction's sovereign space. Ice Products Oxygen Isotopes Helium Isotopes Hydrogen Isotopes Nitrogen Isotopes Heavy Water Liquid Ozone Strontium Clathrates Like Ore, you can get some level of information about where to find different types of Ice and Ice products within an item's description within the information window. All Ice Products can also be reprocessed from the Ice asteroids that are present in high security sites, but the quantity of products other than isotopes is ridiculously low when compared to those of Ice that gets harvested in null sec systems. Ice/Variant Blue Ice Thick Blue Ice Clear Icicle Enriched Clear Icicle Glacial Mass Smooth Glacial Mass White Glaze Pristine White Glaze Dark Glitter Gelidus Glare Crust Krystallos High Isotopes 1 1.000 414 483 414 483 414 483 414 483 69 35 104 55 69 35 104 55 69 35 104 55 69 35 104 55 691 1381 345 691 1381 691 173 691 2.500 1 Low 3.000 2.500 3.000 69 104 35 173 < -0.5 3.000 2.500 2.500 ≥ -0.5 3.000 3.500 3.000 3.500 3.000 3.500 3.000 500 200 400 3.500 1.000 300 400 250 3.000 400 What should I harvest? The ore that is available in abundance and that you can collect without too much effort and which also gets sold quickly in the market. Solar Systems with few pilots present, not too close to low security space or busy travel routes are a good choice when it comes to mining in high security space. If a station within that system also offers the maximum of 50 % base yield in their Reprocessing Service (or an unoccupied moon), it's even better – unless you want to compress the ore. For quick ISK, make sure that a trade hub is within close vicinity (less than five jumps can be valued as close in EVE). The web site http://ore.cerlestes.de/ hosted by Cerlestes shows current prices*3 for thecontents of each type of Ore and Ice. At the bottom of the page, enter your reprocessing yield and a volume for ores/a quantity for Ice (blocks have a volume of 1000m³) and you can quickly tell which type is worth the most (in Jita). Hover over the screenshort for a larger version.. I June 2014 when I created this chapter, Scordite was the most valuable ore available in high security space and for ice it was White Glaze. When we ignore required hauling for a moment, a Procurer without fleet bonus or mining drones is able to mine a total volume of 71.634m³ ore, 77 units of Ice. The value of roughly 26 million ISK for White Glaze is noticeably higher than the 16 million ISK value of Massive Scordite. This relation remains also with lower yield per hour. But remember, ore sites are not available permanently. Too many players quickly grab their share of ice, often with large fleets. Using Mining Drones II with maximum skills increases the ore volume each hour by 18.562m³, around 4 million ISK. When you find a solar system with one or more Ice Anomalies and also a high quantity of Asteroid Belts, keep that within your options to choose from. And if the other factors listed above are also true for this system, don't wait any longer go for it! And how do you get hold of this stuff? Some of you get the idea that it may be a good idea to use an Industrial ship for mining, given that their cargo hold is so huge. Why not just … Scrap that idea before it can get hold of you! Basically, only a ship equipped with a mining laser is required to retrieve ore from an asteroid. But EVE offers a full range of ships that were developed especially for mining. They offer a sufficient number of high slots and certainly various kinds of bonus on mining, plus an ore hold that can be used to store not only ore but also ice and gas, which isi a huge advantages in current times. All those mining ships were developed by the faction ORE and the corporation it got its name from, Outer Ring Excavations. In game, you can find further information on a single panel within ISIS (Interbus Ship Identification System) that you can open from either the Neocom or with the shortcut ALT-1. An Industrial ship is used to transport goods (and ships). They have too few hardpoints to equip mining lasers and they also certainly don't provide any kind of bonus to mining yield. In comparison, think about how much sense it would make to fill a tanker with a garden hose. Venture Prospect Procurer Retriever Covetor Skiff Mackinaw Hulk Skills You may already have noticed – and if not, you got pointed to it – that you can do nearly nothing without training skills in EVE. Mining is no exception there. Below I'll show you the skills that you will have to train to begin mining or ice harvesting and also all those that have a positive impact on mining, ice harvesting and reprocessing. Prerequisites Mining is required to use mining laser modules and each level grants a 5 % bonus to mining laser modules – both Turret and Strip Miners. This skill at level 5 raises your yield by a factor of 1.25. You'll have this already trained to level 2 at birth. Ice Harvesting is the only skill required to use Ice Harvesters, including its prerequisite of course. For each level, the cycle time for Ice Harvester modules gets reduced by 25%, which equals a factor of 0.75. As Ice Harvesting is slightly different when compared with mining – full cycles are required to gain one unit of ice – bonuses to ice harvesting are given to cycle time, not volume. Mining laser modules gain an advantage of both. Astrogeology is one required skill to train für Mining Barges (once you have Level 3) and Exhumers (with Level 5). This skill also provides a bonus of 5% to mining laser yield with each level, so another increase of the factor of 1.25 at level 5. This bonus is of course not limited to the ships the skill is required for, a Venture (and any other ship you may use to mine) has its yield increased. Requires the Skills Science and Mining trained to level 4. Mining Frigate allows you to board a Venture once you trained level 1. Additionaly, each level increases the bonuses this ship provides, which You always find within the Traits tab of a ship, not the skill description. You'll find this to be common practice for all spaceship command skills relating to specific ship groups. The Venture gains 5% bonus to mining yield for each level trained, up to a factor of 1.25 for mining yield at Mining Frigate level 5. You will also need level 3 to inject the skill Mining Barge. Two career agents – Industry and Business – grant you this skill and a mission later the Venture as well. New chararacters are born with this skill already trained to Level 1. Expedition Frigates trained to level 1 allows you to use the Prospect. This skill requires several other skills trained to level 5 and the ship itself also requires Mining Frigate trained to level 5. Expedition Frigates increases the yield of mining lasers fitted to a prospect once again by 5% for each level, up to 25% more than a Venture. Mining Barge allows you to use any of the three Mining Barges available once your have level 1 trained. As above, each level increases the bonuses stated within the traits tab of the chosen Mining Barge's information. Mining Barges requires you to train Industry to level 5, Mining to level 4 and Astrogeology to level 3. As Exhumers require this skill at level 5 to be boarded, the bonuses within their traits tab is maxed out already as soon as you can enter one of them. Exhumers are the top end of dedicated mining ships. To use one of those, you need to train Mining Barge to level 5 and Exhumers to level 1 trainieren. And you better continue to train this skill to increase the ship's efficiency even further, otherwise it's not that much flying a ship but rather just boarding. Again, each level raises the bonuses you can find within the information's traits tab. For all three types the cycle time of Strip Miner and Ice Harvester Modules gets shorter. 2% less time for the Skiff and Mackinaw, 3% for the Hulk. This results in a factor of 0,9 / 0,85 with Exhumers level 5. The bonus of 4% to shield resistances is similar for all three of the Exhumers. Why did I repeatedly name the factor of a bonus? That makes it easier, to calculate the total yield. The fear inducing percent symbol is gone. This way, the mining yield of a Venture is calculated easily. Considering that you fly a Venture and don't use any further Modules, Implants or fleet boost that grant further bonus to mining yield the effects that have influence on your yield are: LaserBaseYield MiningSkillMulti AstrogeologySkillMulti MiningFrigateSkillMulti ShipRoleBonus Imagine that you have all the skills above trained to level 5 and use Miner I Modules: 40m³ 1.2 1.2 1.2 2 = 138.24m³ If you drop out the yield duplication gained by the ship's role bonus, the volume mined increased to 69,12m³, and that already with all skills at level 4. Other bonuses increase that value even further. I created a Google Sheet where you can set each skill level and other bonuses to see the results. Similarly, the calculation of bonuses that reduce the cycle time can also be calculated with the factors, here with a Covetor equipped with Ice Harvester modules: HarvesterBaseCycleTime HarvestingSkillReduction MiningBargeSkillReduction Again we assume the skills to be at level 4 and use standard T1 Ice Harvester modules. 300s 0,8 0.84 1 = 201.6s → 3min 21.6s You'll get one block of ice from each Ice Harvester after 201.6 seconds around one and a half minute less! ShipRoleBonus Drones Drones is the initial skill required to launch drones. You will need further skills to use specific types of drones, this skill alone rather only limits the quantity that you can launch and control and also is a prerequisite. With level 1, you can launch a single drone from you drone bay and each further level adds one more. Once you have trained this skill to level 5 you reached the maximum of deployed drones that sub capital ships can control. Mining Drone Operation level 1 next to Mining level 2 needs to be trained to launch and use Mining Drones. For their T2 sisters, you need this skill at level 5 and Mining at level 4. Each level of Mining Drones itself also increases their yield by 5% up to a maximum of a factor of 1.25. Drone Interfacing not only increases the damage done by combat drone but also the yield of Mining Drones, 10% with each level. So here you get 1.5 as much once you have fully trained this skill! Drone Durability has influence on the HitPoints of drones, which is helpful when they get attacked by NPC oder player Ships. You'll raise their chance to return to your ship without getting destroyed on their way back. Drone Avionics increases the range within which you can command your drones. Starting with a base drone control range of 20km your range gains 5km each level. This skill also is required to use Drone Link Augmentor I modules and their variations Advanced Drone Avionics adds another 3km of drone control range with each level. If you train both Avionics skills to level five, you are at the maximum control range that you can achieve with skills alone: 20km Basis Reichweite + (Drone AvionicsLevel 5km) + (Advanced Drone AvionicsLevel 3km) then is 20km + 25km + 15km = 60km. But you better not order Mining Drones to travel such distances, at least not moments before downtime, they are way too slow. Better get as close as possible to the Asteroid that you chose to be their target while still making sure that you don't get stuck in case that you need to warp off quickly. A distance of less than 2500m is close enough for them to unload their yield without the need to travel back and forth. Drone Sharpshooting raises the optimal range of Drones. Like Turrets and Mining Lasers, Drones also have an optimal range. Even Mining Drones do and they can begin mining from a greater distance. Drone Navigation increases the velocity of Drones, and this includes Mining Drones. They sure are more like snails and the effect of this bonus on is rather minor, but they still get within range of their target (or back to you) a bit sooner. Light Drone Operation und Medium Drone Operation are required to launch and control such types of Drones. Those are the ones most commonly used to have some sort of defense when flying a mining ship. And Drones are the only way that makes sense to defend yourself against NPC pirates, which appear in Belts (and Ore Sites) of systems with a securitly level of 0.8 and below. Enhancement Mining Upgrades allows you to use Mining Laser Upgrades and Ice Harvester Upgrades. They provide another bonus to these module's yield/cycle time, but as a penalty they also increase their CPU requirements. Further training of Mining Upgrades reduces that penalty by 5% and with level 4 you can use T2 Upgrades. To inject the skill you need Mining at level 3. [X] Processing offers two advantages. The increase of reprocessing yield will be → covered more detailed a bit later in this guide). Each skill also enables you to use Mining Crystals, which can (and should!) be used in Mining Lasers of the “Modulated” kind. Each type of ore has its own processing skill, for example there are Veldspar Processing and Arkonor Processing for these two types of ore. When you use such crystals in Modulated Turret or Strip Miners (all of them are Tech 2 modules), their yield gets increased by a fixed percentage. The requirements to inject a processing skill book increase with the rarity of the ore type. The skills required are shown a bit later in the chapter about → Mining Crystals within the box on the left side . You can train the more common ones starting at Reprocessing level 4. Cybernetics allows you to plug in Attribute Enhancer and Skill Hardwiring Ikplants. You probably already know Attribute Enhancers from the career agents. They are available for the implant slots 1 to 5 and get plugged into your active clone. Most of them increase you character's attributes, while some also provide a bonus effect. Skill Hardwirings, as the name suggests, almost all offer the same bonus as the Skill that are part of their name, like Inherent Implants 'Highwall' Mining MX-1001, which increases your mining yield while you are within the clone that carries this implant. Such Skill Hardwirings use the impant slots 6 to 10. To use those, you also need to train Science to level 3. More advanced variants of them also require Cybernetics at level 5. Leadership is needed to command a fleet squardron and once you have trained additional skills of the leadership skill group you can also grant yourself and your squad members several fleet bonuses. The Skill Mining Foreman for example, increases the yield of Mining Laser modules. The skill itself increases the yield by 2% for each level, up to a maximum factor of 1.1 at level 5. This type of bonus is active for as long as you and at least another squad member are undocked in space within the same solar system, while the → fleeten setup is correct. Perfection (Yield!) For maximum yield before fleet bonuses you need: Skills @ Level 5 Mining Astrogeology Mining Barge Exhumers Mining Drone Operation Drone Interfacing Equipment Hulk (Solo: Mackinaw or Skiff) Modulated Strip Miner II T2 Crystals Mining Laser Upgrade II Mining Drone II Med. Drone Mining Augmentor II Hardwirings 'Highwall' Mining MX-1005 Michi's Excavation Augmentor For passive Fleet Bonus also Mining Foreman even better with Mining Foreman Mindlink replaces MX-1005 All prerequisites! What are the ships capable of? Which one is the best? One thing first: „The best” always depends on your perspective and the goals you want to achieve. What do YOU expect a ship to best serve you for. A lot of ore within a short amount of time? · A lot of capacity to mine solor/taking a nap? · Durable for that it does'nt blow up as soon as someone shoots at you? There is no mining ship available that perfectly offers all three advantages. But for each aspect stated there is one variant where the attributes and bonuses have a strong impact on when compared to its sisters, but also is lacking with the other disciplines. More on that in a moment when I introduce the Mining Barges and Exhumers. The following ships are the eight options that got designed specifically for Mining, and six of them for Ice Harvesting as well. And you absolutely can choose a Battleship instead and use that to scare other miners away only to harvest the ore for yourself. EVE is still a sandbox after all and maximumprofit with optimal effectiveness may not be what you require to experience entertaining game play. There's more in EVE than just ISK per hour. Mining Frigate As a mining beginner your first choice will probalby be the Venture. New born characters now have skills to not just board the Venture but also to equip their vessell with a fitting that's suitable for your first mining days in new Eden one such fitting miay be the one you'll find → later in this guide. As you can tell from the number of Turret Hardpoints, the venture can use two Miner I modules or someo variation of them. The first Role Bonus if the ship doubles the yield of Mining Lasers, therefore two Lasers used are effectively four instead. Additionaly, each level of the skill Mining Frigate increases your yield up to a maximum of further 25%. The same applies to Gas Cloud Harvesters, which I won't cover within this guide. Mining ships have an Ore hold. Cargo expanders, be it modules or rigs, have no effect, only their disadvantages! But you probably can load more mining crystals and other snacks into your cargo hold. The capacity of the Ore Hold which, 5000m³ for the Venture, is quite significant for this shop size and the Venture is the perfect choice for beginners and the occasional miner. The other Role Bonus of plus 2 for Warp Core Strength kind of protects you from Attackers that activate Warp Disruptors or s standard Warp Scrambler against you. But those two points additional warp core strength are no absolute protection. One does'nt simply jump into Low Sec … without some sort of understanding what it means for the behaviour of other pilots when they don't have to accept CONCORD retaliation. Mining within low security or null security space can be more profitable but it also way more dangerous when compared to mining in a high security system. But if you absolutely want to have a more exciting time while mining and are aware of the risks that may wait for you, the Venture is amongst the best choices for Mining in hostile space. Expedition Frigates The advanced version of the Venture which got introduced a while after that one was available is the Prospect, which adds some further useful tidbits compared to its T1 sister. Sure, you can continue to use the Prospect for basic mining tasks in high security space, you can even get almost achieve the yield of a Mining Barge, while she still is an agile Frigate that quickly aligns into Warp and also has a higher Warp Speed But the Prospect can really shine in more dangerous areas of New Eden, like Null Sec or Wormhole Space. If you consider Mining – or rather Gas Cloud Harvesting – there, the Prospect is the ship of choice. With the ability to use a Covert Ops Cloaking Device II which allows you to warp while cloaked you can travel with a higher level of safety within insecure and lawless spaces. You can even use Jump Bridges opened by Black Ops Ships with their Covert Jump Portal Generator I Modules to enter Low sec or Null sec Systems in one go and exploit the resources available there. The required Skill Expedition Frigates also increases the Prospect's Mining Yield even further (but not Gas Cloud Harvesting yield) and reduces the ship's signature radius, which results in a longer time for others to get a target lock on you, decreases the potential damage that larger weapons apply to you and also increases the difficulty to get your position when using Combat Scanner Probes. However, without a Drone Bay and like the Venture only two Turret Hardpoints, there is no way to use any useful way of defense against anything – as long as the hardpoints are already used by Mining Laser or Gas Cloud Harvester modules. With an Ore Hold capacity that's with 10.000m³ twice as much compared to the Venture, you can load significant quantities of the most valuable Polymer Gases that can be found within Wormhole Systems of higher Classes. Steve “Fuzzwork” Ronuken maintains a page where you can check out current market values of Gases and if you double the value of isk/Venture you get the isk/Prospect for a given Gas, with the top value at the time of writing in June 2015 is a bit more than 180 million ISK for Fulklerite-C320 Mining Barges Mining Barges are the logical step up after Mining Frigates. Mining yield increases significantly, Ice Harvesting is a new option and with the exception, of the Covetor, you get an Ore Hold that has more than twice the capacity. All three variants are strong in a specific area and the description already gives a hint to what that is. The increase of mining yield does'nt get granted by increasing the m³ per cycle but instead the cycle time gets reduced. This also continues later with the Exhumers. Procurer has a strong Tank. Gankers and other attackers have a hard time to kill her. The Ore Hold needs to get emptied more often, though and the yield gained is a bit less than that of the Retriever. Retriever has the largest Ore Hold of the Barges. Time spent in belt is longer, but no tank. Covetor offers the highest Mining Yield. More yield and longer mining range than her sistes, but a very small Ore Hold and no tank. Each level of the skill Mining Barge increases the unique advantage of the ships. Only the Retriever gets additional capacity for the ore hold. The Covetor is very effective as long as you have some way to get rid of the Ore/Ice you get and can stay at your current position within a belt. Options that make sense may be an Industrial Ship, an Orca – or a Rorqual, if the pilot is willing to hang out within the belt. If you consider to use the Covetor you may first check out the table created by Ing Harm within the → Addendum. There you can find the yield over time that a Covetor can achieve while mining or ice harvesting solo. And better don't follow the strategy of Jetcan mining, i.e. drop the resources collected in a Cargo Container by using the jettison cargo option. Other pilots can easily steal the goods within. And while they get flagged as suspects, which alllows you and everybody else to attack them without CONCORD intervention, in general you better don't to engage a combat capable ship with a Mining Vessel. Especially not, because nearly all of those stealing stuff from jetcans have no interest in the items but rather bait you to attack them, so they can legally defend themselves and destroy your ship in the process. The Cycle Time of Strip Miner and Ice Harvester modules also gets reduced for all three of the Barges, but the amount varies, with 20% for the Covetor being twice as much in comparison to the 10% bonus for the Retriever and Procurer. This, in conjunction with the nowadays reduced role bonus, provides the Covetor with a pretty strong yield advantage. Before I cover the role bonus in more detai, first let's take a look at the: Exhumer Exhumers, the T2 Variants of the Mining Barges I just introduced already are at the maximum of the unique advantage as soon as you can board them – except for the Hulk. Like their T1 variants you get the most Shield HP with the Skiff, the largest Ore Hold with the Mackinaw and the most yield with the Hulk. The Exhumer Skill increases shield resistances and further decreases the cycle time of Strip Miner and Ice Harvester modules for each ship. „You forgot the 150% bonus of the Skiff!?” You may have noticed that not only the Procurer and Retriever, but also the Skiff and Mackinaw get a huge role bonus to Mining Yield and Ice Harvesting. For the Procurer and Skiff it's a 150% Bonus to cubic meters per Strip Miner cycle and a 60% reduction of Ice Harverster Cycle Time. That sounds pretty impressive, right? But only until you take a look at the number of High Slots of each ship. Procurer and Skiff only have one, Retriever and Mackinaw two (and a lower role bonus) while the Covetor and Hulk have a total of three High Slots and no role bonus. And that's the reason why the “smaller” variants have their role Bonus: As you can only fit as many Strip Miners or Ice Harvesters as there are high slots, the role bonus sets the effective number of such modules to a number of 2.5 of that kind. Below are the calculations to show how what effect the role bonus (or lack of) has on the actual numbers. For Ice Harvesters, I use a harvesting time of 20 minutes to get a result with full blocks. Procurer/Skiff 1 Strip Miner 1 2.5 = 2.5 · 1 Ice Harvester = 300s 0.4 = 120s, 1 Block → 10 Blocks Retriever/Mackinaw 2 Strip Miner 2 1.25 = 2.5 · 2 Ice Harvester = 300s 0.8 = 240s, 2 Blocks → 10 Blocks after 1200s Covetor/Hulk 3 Strip Miner 3 1 = 3 · 3 Ice Harvester = 300x 1 = 300s, 3 Blocks → 12 Blocks after 1200s This means that the Covertor/Hulk are already the yield queens of their class before any skills get involved. With equal skills and the individual maximum of Mining Laser Upgrades (three for Skiff and Mackinaw, two for the Hulk) the Hulk's yield is 1.31 times higher than that of the Skiff and Mackinaw, both for Mining and Ice Harvesting. A breakdown of the yield relations between all the ships introduced here is available in this Google Sheet. The reason why I specifically explain correlation is my experience during my presence in the German Help chat. The number of times players either felt tempted to pick the procurer only because of its huge role bonus or quickly dismissed that same ship due to the point that there's only one high slot brought me to the conclusion that this misunderstanding could be pretty common :-/ Also for Exhumers a comparison of the yield over time while taking the time to warp to a station and back into consideration makes sense. The previously mentioned overview created by Ing Harm, that you can check out in the → Addendum also includes Exhumers. That's should be enough for a first introduction of the various mining vessels. I'll get back to them to provide some ideas for how to assemble fittings for them, but now let's first take a look at the available options for this to choose from. Mining Lasers and Mining Drones The following options and their variations are available to harvest raw materials from Ore and Ice Asteroids Mining Lasers for standard ore Miner I require a Turret Hardpoint. Both Venture and Prospect offer two of those. There are several variants with a higher Meta level (= quality approximation) than zero. Their differences are varying requirements of CPU/Grid and also yield, range and capacitor use. So don't just stick with the Meta 0 Miner I module but better check out the other options and pick the one that best suits your own needs. From the available T1 versions of Turret Miners that have a reasonable price tag, the EP-S Gaussian Scoped Mining Laser not only offers the same yield as the other T1 Miners, but also has the longest (opttmal) range, which is nothing but the maximum distance within that you have to be to successfully complete a cycle. The ORE Miner module has the same range and offers 30% more yield, but it probably is too expensive to be a valid choice for you to stick two of them into a venture. Miner II is the advanced version of standard turret miners. During the same cycle time as the T1 version, it retracts 60m³/min out of Asteroids, 10m³ more than the aforementioned EP-S and 20m³ more than the Meta 0 variant. And you'll have to multiply this value with all yield bonuses. Requires Mining trained to level 4 and once you reached that level, it's the best ore suck for your buck. Strip Miner I only require an empty high slot but also can only be used with Mining Barges and Exhumers. The only advantageof the ORE Strip Miner is a longer range of 17km instead of 15km (before bonuses applied), but the price difference will probably be a reason for you not to consider the use of that variant, and it also is just a T1 Strip Miner that does not allow the use of Crystals to increase the yield. Modulated Strip Miner II are the advanced T2 version of Strip Miners. If you take a look at the attributes you will finde that the m³ gained during the same cycle time is less than that of the T1 version, but that there are two mining yield values stated (specialty crystal). Those Mining Crystals are the charges that are used with T2 Modulated Miners of all sorts. Being available for each type of ore, their increase on the Strip Miner's is quite significant and more thant a T1 Strip Miner that can't use Crystals. Maximum yield only with the correct Mining Crystals! Mining Drone I require a drone bay within your active ship, like other Drones. Each one takes up a volume of 5m³. It depends on the situation, the chosen system and your ship wether it's a good idea to use them or not. For Mining ships from the line of ORE, Drones are the only valid choice for self defense, so it's no good idea to go without some Combat drones in favour of Mining Drones. Ships like the Venture (which only has a Drone Bay capable of holding two Light Drones) and Retriever can't carry two sets of five Drones, you better prefer 5 Light Scout Drones or choose a ship that can carry more than five Drones. Another option would be to use 3 Mining Drones and 2 Light Scout Drones or similar, as long as you still can handle the attacks of Belt Rats that way. Mining Drone II again are the advanced version of the T1 variants. Their velocity is higher and they retrieve more ore each minute from Asteroids. The yield of a set of 5 Mining Drones II with maximum skills is around the same as another Strip Miner. Harvester Mining Drone Are priceless, for various reasons. New ones no longer get into the game, as no NPC or Structure drops them and there are no ways to get a Blueprint. That means that their price is constantly risisng and each one destroyed may result in another increase. But if you are ready to bear the risk, you can call yourself the proud owner of the Mining Drones with the highest yield – and the slowest velocity. This disadvantage, though, is nothing to worry about if you stay within less than 2500m of the Asteroid that you chose as their target. But better don't warp out of a belt and forget your Harvester Drones! Mining Lasers for Mercoxit Deep Core Mining Laser I are the only Turret Mining modules capable to (also) mine Mercoxit. As their optimal range is only 5000m while duration as well as yield per cycle are equal to a Miner I, you would'nt use them for anything else. Requires Deep Core Mining trained to level 1. Modulated Deep Core Miner II are different than their T1 variants with the ability to load Mining Crystals into them. With a cycle time of three minutes its three times as long as that of DCM I and Miner I, as is the cubic meters gained for each cycle (120m³ base). That's less than a Miner II, until you load Mining Crystals. With them your yield is around 8% (T1 Crystal) and 16% (T2 Crystal) higher than with a Miner II. Therefore it's a good choice if you stick to mining vessels that are not allowed to use Strip Miners (Venture, Prospect or a Veldnaught), as long as you always use Mining Crystals (wich also come at a prace and don't last forever)! And you can of course also use Mercoxit Mining Crystals. Deep Core Mining level 2 is required to online the modules in your ship. Maximum yield only with the correct Mining Crystals! Modulated Deep Core Strip Miner II make no sense to be used for standard ore, given its low base yield. However, for Mercoxit it's the only choice if you fly a Mining Barge or Exhumer. The “modulated” already highlights the ability to load Minin Crystals as charge and here, Mercoxit Crystals are also an option. Deep Core Mining trained to level 2 is required for this Strip Miner variant as well. Only makes sense with Mercoxit Mining Crystals! There's something special about Mercoxit. During mining, each cycle has a chance to trigger a gas cloud to appear which applies damage to ships and drones within 5km of the Asteroid. But as only the T1 Deep Core Miner has a base range of 5km and Mining Drones can't be used with Mercoxit anyway – their capacity is less than the volume of one unit of Mercoxit Ore – you can prevent the case that you get struck by the cloud. Same is true the aforementioned module when you get a fleet boost for the range of your Deep Core Miner modules. Just make sure that you and your Drones in orbit around you or on the way to other Asteroids are more than 5km away from the Mercoxit you use your Lasers on. If you want to play it completely safe, you can train Deep Core Mining to level 5. Each level reduces the chance for the damage cloud to appear by 20%. Level 5 → No Cloud Mining Crystals Skill T1 Veldspar T2 Skills for Processing Rep 4 There are Mining Crystals available for each type of ore, as T1 and T2 version. To use a crystal you have to train the corresponding processing skill to the required level, for a Veldspar Mining Crystal you need to train Veldspar Processing. T1 crystals become usable at level 3 of the skill, with level 4 you can also use the T2 version. The processing skills also have prerequisites as shown in the list. The abbreviations stand for: Scordite Rep 4 Pyroxeres Rep 4 Plagioclase Rep 4 Omber Rep 5 Kernite Rep 5 T1 crystals provide a mining yield bonus of 62.5% (x 1.625), for T2 crystals it's 75% (x 1.75). This bonus not only brings the T2 miners on par with the T1 version but instead they yield quite a bit more: Jaspet Rep 5 T1: 360m³ T2: 360m³ Hemorphite Rep 5 Hedbergite Rep 4 / RepEff 4 / Metal 3 Gneiss Rep 4 / RepEff 4 / Metal 3 Dark Ochre Rep 4 / RepEff 4 / Metal 3 Spodumain Rep 4 / RepEff 4 / Metal 3 Crokite Rep 4 / RepEff 5 / Metal 4 Bistot Rep 4 / RepEff 5 / Metal 4 Arkonor Rep 4 / RepEff 5 / Metal 4 Mercoxit Rep 4 / RepEff 5 / Metal 4 Rep = Reprocessing · RepEff = Reprocessing Efficiency · Metal = Metallurgy A Strip Miner I has a base yield of 540m³ / cycle, but a Modulated Strip Miner II only 360m³ / cycle. But the use a crystal with the modulated miner changes that number quite significantly!. 1.625 = 585m³ / 540m³ ≈ 1.08333 → 8.333 % 1.750 = 630m3 / 540m³ ≈ 1.16666 → 16.666 % And as this increase scales with other bonuses on mining yield, the final advantage can be pretty high! Mercoxit Mining Crystals are an exception to this, though. The T1 version provides a bonus aof 25%, 37.5% the T2 version. As a result, the lower base yield of T2 Deep Core Miners does'nt get increased as much when used for Mercoxit. Each cycle started has a chance to apply damage to the crystal. This chance is shown in the volatility attribute. The amount of damage in case that a cycle applies damage is the volatility damage. Crystals have a total of 1 HP, once this amount of damage accumulated, the crystal disappears. But if you wish you can reprocess a crystal right before their destruction to at least get back half of the materials required to build them. Once the damage is at 0.975 HP (98%) replace the crystal with a new one. You can tell the current state from the tooltip that opens when you hover the mining laser in your HUD (or fitting window). You can then later → reprocess such crystals at a station. With a further damage cycle of 0,025 HP the total damage would reach 1 HP and the crystal would be lost. For T2 crystals, the chance of a damage cycle is twice as much in comparison to their T1 versions. T1 Volatility 10 % T2 Volatility 20 % Volatility Damage 0.025 HP → 1/0.1 Volatility Damage 0.025 HP → 1/0.2 400 cycles or 200 Cycles for T2 are the average number you can expect the crystals to last until they are destroyed – or reprocessed if you remove them in time. That's one reason why Mining Barges and Exhumers still have a bit of standard Cargo Hold left. But as usual, RNG, the Random Number Generator is a tricky thing. In the worst case, a crystal may be destroyed after 40 cycles, in the (pretty impossible) case that each single cycle applies damage to it. On the other hand, over 91000 cycles are possible as well, but I yet have to experience that case (and would have to actually count the cycles, what I don't). T2 Mercoxit Mining Crystals are a bit different here, with a Volatility Damage being twice as much with 0.05 HP. With the same probability of 20% for a damaging cycle those are destroyed after 100 Cycles in average. If you wish to recycle such crystals, make sure to remove them once the damage reached 0,95 HP or 95%. 0.025 ≈ 400 Cycles 0.025 ≈ 200 Cycles Ore Laser Cycles Mining Lasers offer the option to stop their cycle any given time. The amount of ore mined for that duration of the cycle is not lost but instead shows up in your ore hold. But don't keep a cycle running when you enter warp. In this case, the ore is lost. The crystals bear the name of a specific ore type for a reason. A Jaspet Crystal onlyl provides its bonus when you mine Jaspet! The shiny green color of the crystal is the only bonus you'll receive when you load that type of crystal an mine some other type of ore. Consequently, though, it does'nt matter what you mine, the crystal will take damage according to its probability. In the past, another attribute of the crystal could easily be ignored, but since the Kronos Release that got published in the summer of 2014, there are more cases when this one may be a factor that needs to be considered: Their influence on the Capacitor use for Mining Laser cycles. Crystals from Veldspar up to Plagioclase decrease that value, Omber crystals have no influence and from Kernite to Mercoxit the Capacitor use gets increased. This in conjunction with the bonus on cycle time provided by the Mining Barges and Exhumers may result in “The Capacitor is empty” statements from Aura. This gets even worse when you don't maximize your Capacitor skills and if you take a look at a selection of losses posted to the killboards, you'll find many miners that not only fell victim to suicide gankers but also caused observers to facepalm, given the number of capacitor support modules and rigs found in their fittings!. Switching Crystals also reduces the amount of capacitor available, so better don't switch them after each cycle. Ebenso macht sich inzwischen das Entfernen eines Mining Crystal stärker bemerkbar. Auch hierbei wird Capacitor abgezogen! Ice Harvester Ice Harvester I are, as the name suggests, required to harvest ice. Like Strip Miners, they can only be used with Mining Barges and Exhumers. Mining Frigates and any other ship can't fit them. You need Ice Harvesting trained to level 1 to use them. Ice Harvester II are the advanced version and provide a shorter cycle time but also require more CPU. ORE Ice Harvester offer 2km more base range with the same attributes for cycle time, CPU need and capacitor use as the T2 Harvester. It's upon you if you are willing to pay the price of that module to gain the advantage of a higher range. Interrupted cycles grant no yield, you get a single full block with each cycle completed. You probalby can get a bit from a frozen popsicle, but fractions of Ice are not possible! Now that you have learned what options you have to put into your high slots and drone bay, the question remains what to use the remaining slots for. Equipment for more yield and comfort General Survey Scanner I and their meta and T2 Variants scan Asteroiden (as well as Ice and Gas Clouds) within range and you get their contents in a separate window grouped by the variant of the resource, their distance and the number of units contained. A comfortable way to quickly tell which object to prefer while mining or harvesting. The Procurer and Skiff gain the most advantage from the use of Survey Scanners as they draw their yield with a single Strip Miner or Ice Harvester. If you are mining Ore, you can increase your efficiency by stopping cycles roughly at that moment when the last units of ore got removed from an Asteroid. The results don't update while there are still active cycles on a target, only each time a cycle completes. To scan resources further away, pick the Scoped Survey Scanner variant which has a longer range and also a shorter cycle time than the Meta 0 Variant. You can lock Objects shown in the results window from their right click menu or mouse click while holding down CTRL, similar to the overview and your view of the space. When you get Fleet Boost on the range of Mining/HArvesting modules, the survey scanner's range also increases. Ore Mining Laser Upgrade I requires a free low slot and grants a bonus to mining yield of both Turret and Strip Miner modules. As a penalty, the CPU need of such modules increases. Aside from the Meta 0 and T2 variant there are several Meta variants which grand a higher bonus than the base module shown, with a lower CPU need penalty. Some of those variants even provide a higher bonus than the T2 module. The price for such upgrades, however also increases by large amounts! Elara, Carpo and Aoede Mining Laser Upgrade are the names of them. Aoede grants the highest bonus to your yield, 10%. You can fit more than one upgrade, for as long as your ship's CPU has enough Tf left. Mining Laser Upgrade II is the most cost efficient option to gain a 9% bonus on Mining Lasers without the need to cover the high cost of the Meta variants. Mining Upgrades level 4 is required to use them, which already reduces the CPU penalty by 20%. Drone Mining Augmentor I are available as Small and up to Capital size Rigs, both T1 and T2 variants. They increase the yield of Mining Drones by 10% (T2 15%), a factor of 1.1 (1.15). Their penalty is a reduction of the ship's total CPU available. This penalty can be reduced by training further levels of Drones Rigging, which lowers the increase by 10% each level. At level 5 the penalty is cut in half with a remaining CPU reduction by 5%. Medium Mercoxit Mining Crystal Optimization I is only available as a T1 Medium Rig. There are no further penalties, but their calibration cost of 250 limit the use of a single Rig of this kind. You only achieve a 16 % yield bonus when mining Mercoxit – while using Deep Core Strip Miner II with a Barge or Exhumer – which limits the use of this rig to residents of Null sec (K(nown)-Space and W(ormhole)-Space). Empire dwellers can ignore this Rig for their activivities. Inherent Implants 'Highwall' Mining MX-100X increases your mining yield by 1 %, 3 %, 5 % (Factors 1.01 · 1.03 · 1.05), depending on the variant you use and get plugged into Impant Slot 10. The bonus is equal to the level of Cybernetics required to plug in the implant. Michi's Excavation Augmentor is another Skill Hardwiring that grants a bonus to Mining Yield. With Cybernetics at level 5 you can plug it into Slot 7 and gain another 5% more mining yield, a further factor of 1.05 and an investment that you will have to regenerate based on that 5%. Low Grade Harvest Alpha to Omega and the Mid-grade set offer no bonus to your yield, but instead to the range of Mining Laser modules. Like the ORE Modules introduced before, this may also be useless for you. However, the ore sites found in (sovereignty or w-space) Null sec spread over that large areas, that the use of this set probably is of use for you. Being a “pirate” implant set, they also provide additional attribute points, but only plus 2, the Mid-grade plus 3. Ice Ice Harvester Upgrade I are just like Mining Laser Upgrades and also can be placed into a free Low slot . They reduce the cycle time of Ice Harvester modules and they as well have the penalty of an increased CPU need by those modules. There are as well several Meta variants, that grant a higher bonus than the Meta 0 variante liefern, with a lower CPU need penalty on Ice Harvester modules. And their price tag also increases a lot with rising Meta level! Frigoris, Anguis and Ingenii Ice Harvester Upgrade are the variants available, with Ingenii being the “best” variant with a bonus of 10% cycle time reduction. Ice Harvester Upgrade II is the most considerable way to gain a 9% reduction of Ice Harvester cycle time, if you don't want to pay the high price for the Anguis or Ingenii variants. Medium Ice Harvester Accelerator I is, like the Mercoxit Rig, only available as a T1 Medium Rig, but as you can use Ice Harvesters only with Mining Barges and Exhumer anyway, this makes sense. They also have no penalties but the calibration need of 250 limits you to a single rig and limits your option for the remaining one or two rigs slots significantly. You achieve a 12% cycle time reduction bonus, factor 0.88. Inherent Implants 'Yeti' Ice Harvesting IH-100X grants you a reduction of Ice Harvester cycle times by 1 %, 3 %, 5 % (Factors 0.99, 0.97, 0.95), depending on the variant you plug into Implant slot 10. Again, the level of Cybernetics you have to train matches the percentage bonus of the Hardwiring. Venture High-Slot Prototype Cloaking Device I or its T2 variation Improved Cloaking Device II is a useful option if you use the Venture the way the description suggests. Fast operation in unsafe territories. Like Mining or rather Gas Cloud Harvesting in Low sec and Null sec (be it K-Space or even WSpacem until the Sleepers arrive roughly 20 minutes after the first warp into the Gas Site). While the activation of cloak makes you invisible on Grid and also protects you from getting scanned with Combat probes as long as you always are more than 2,000m away from any object. Certainly, you better still actively observe the Local chat (except for W-space) and Directional Scanner to increase your own safety. Cloaking is required to use the devices, level 3 for the Improved Cloak . Don't ignore the disadvantages of this kind of Cloaking Devices! The Reduction of you Scan Resolution is always in effect once that module is just online. This alone is not yet too bad, it takes you longer to get an active lock on a desired target, nothing to worry about too much when it's an Asteroid or Gas Cloud, which are the preferred targets of such vessel. The penalty on ship velocity, however, which gets activated as soon as you cloak your ship, is something that really cripples you. You can't activate warp when cloaked and move only with a fraction of your usual speed. You drop down to 10% maximum velocity with the Meta 0 Variant or 25% when you use the T2 module. No more fast operation! Each time you decloak – yourself or because something gets closer to you than 2km – you have to wait 30 secons (T2 20s) to lock a target. This sensor recalibration delay decreases by 10% with each level of Cloaking, at level 5 you still are “blind” for the duration of 15s/10s. These Cloaking devices also have a 30 second delay before you can activate again. Because of all these disadvantages, many German speaking players use the term “Kindercloak” for the modules. Prospect High-Slot Covert Ops Cloaking Device II is a perfect choice for the third high slot of the Prospect ideal. Other than the cloak above, you don't drop down to a crawl and are also able to warp while cloaked. And the delay you have to wait to reactivate the cloak only takes 5 seconds, sensor recalibration also is way shorter with a base time of 10 seconds, 5 seconds once you have trained Cloaking to level 5. You have to train that skill to level 4 anyway to use the Covops cloak and will only experience a delay of 6 seconds right from the start. Tank & Gank Mining ships are - with the Procurer and Skiff being the expeption - stable like a paper bag. Better change that with skills and equipment. You won't be able to get a decent tank fitted to the Mining Barges Retriever and Covetor and the Exhumers Mackinaw and Hulk also have a strong disadvantage when it comes to survivability. Its rather easy to protect yourself against NPCs that appear in the asteroid belts of high sec systems, but if a trigger happy player comes along, each of the ships mentioned are burnt to ashes within seconds. If the attack was illegal, the means that they will also lose their ship once CONCORD appears to free the criminal from his vessel, but the aggressor does'nt care too much. The victim loses way more than he invests. Also, profit is'nt always what drives others to follow the path of suicide ganking, though they can easily loot their own wreck and that of the victim with another character or buddy. And the best payment for such ganks is almost always rewareded. Tears by the victim. Such suicide gankers (Gang Killers), who attack nearly defenseless mining vessels (and haulers) repeatedly are a common sight also in New Eden. And there are legions of them, which are pretty well organized. So what can be done? Shield Boosters won't help you in this case, as the incoming damage is so high within a short time that the Shield Booster's cycles don't have a chance to restore the HP lost before your mining ship gets destroyed. Fitting a buffer tank that increases Shield HP and resistances is the better choice. For that you can select a range of Shield Extender modules and Core Defense Field Extender Rigs. Active Shield Hardeners or passive Resistance Amplifiers mitigate the effective damage that reduces the Shield HP. But don't think that this will always be enough to survive an attack, especially not if you prefer to fly a Covetor or Retriever. And it's always possible that more than one pilot attacks you, which increases the damage you'll have to tank accordingly. Most of the fittings presented in the list to the right are set up in a way that at least those gankers that are not prepared too well will have difficulties to melt the tank, and they hopefully also are better suited for survival than the mining vessel that's next to you in a belt. Gankers also prefer to focus on easier targets, so it can often help to just have a slightly better tank than your neighbor. If you prefer the Procurer and later the Skiff, you will have enough tank to survive nearly any suicide gank attempt. In theory, though, nothing can survive all attacks, it's just a question of the numbers fielded against you. Until recently I tracked the losses of Mining Barges and Exhumer in High Security space to find out what ship type dies most often. This analysis certainly has many grey areas and it's not limited do suicide ganks but also includes any kind of losses during legal engagements (like an active war), but it still shows that there's obviously a favority target for the attackers! The members of one Alliance are specifically known for their active hunt of Miners, CODE.. Their self proclaimed order is to drive AFK Miners out of High Security space and sell Mining permits to those who wish to stay within the "security" of high sec and continue mining, unharmed – or so they claim. As if they would actively protect you from other attacks against you. If you wish, you can check out their propaganda web site to learn a bit more about this organization. The sandbox nature of EVE just is a perfect breeding ground for this type of content creation. Add that Alliance – and other Groups or even single players that you consider suspicious or harmful – to your contacts and set a standing as shown in the screenshot. This way you can quickly identify them when they appear in your system's local chat. The Minus on a red stands out, and if you see one, you still -10background can decide wether you flee into the safety of a station or stay at your current position. You can also apply a label to the contact you add, given that you previously created at least one. But never assume that a decent tank and set standings towards dangerous players will always make sure that you don't get killed, even not with a Procurer or Skiff. And if you are member of a player corporation which currently is in an active war gainst another corporation, any member of your opponents can legally attack you, everywhere. Wars are for just that, legally fight other players in empire space without any sort of CONCORD repercussions. Another strategy that many just love is to declare war against a defenseless corporation of miners, waiting for easy targets … Better don't go mining during war times! Other activities in space also may quickly result in your ship destroyed, probable also your Capsule. Adding War Targets to you contacts with terrible standing and additionaly to your watchlist allows you to see wether there are hostiles online. You can use the site http://evewho.com/ to identify the members of the opposing corporation, with the probability of some false data, though. CONCORD also won't avenge you, when you engage sus Suspects . But once you attack them they can legally defend themselves. And the most time that's exactly their intention. They bait other players to get attacked by them and once this happened they destroy their target's ship. Mining Ship Fittings (Ingame) Fitting as Text format Venture And as Mining Vessels are not really suitable for PvP – with exceptions – you should think twice wether you send your drones against a ninja looter who took a portion of your ore from the jetcan next to you! Criminals however prove no harm to you most of the time. Illegal attacks aginst other player ships/assets and pods in high security space, as well as attacks against caspules in low security systems trigger the criminal timer. In high sec, CONCORD appears after roughly 5 to 30 seconds and will destroy their ship after incapacitating them. Feel free to send your drones against those pilots, they are busy attempting to destroy their target in time anyway – hopefully it's not you! Retriever Mackinaw Rookie Rookie Rookie T2 MDC 596m³/min, 5.032ehp Ore Ice 1180m³/min, 11.679ehp 1073m³/min, 18.516ehp Ore 1203m³/min, 31.497ehp Ice 1355m³/min, 27.587ehp Ice Tank 1233m³/min, 34.823ehp Fittings I created the first set of fitting recommendations together with Draconigea and you can find the complete collection in the table to the right. Various of the fittings got updated to make use of the last changes to Mining Barges and Exhumers. You'll find fittings for Rookies that mostly contain Tech 1 variants of the modules we recommended, another one with focus on tank and also one that provides a compromise between yield and tank. All fittings are proposals! As you are the one who will pilot your ship, it's better yourself who decides what best suits your needs. You may choose our proposals als a template for further improvement. Gas 160m3/min, 4.738ehp Procurer Rookie Skiff Rookie Ore Ice 1083m³/min, 60.789ehp 1073m³/min, 67.339ehp Ore Ice 1312m³/min, 79.647ehp 1311m³/min, 81.412ehp Ore Ice 1720m³/min, 17.165ehp 1937m³/min, 14.195ehp Rookie All fittings beyond the rookie versions state the effective HP (ehp) and mining yield that are achieved with all affecting skills trained to level 5. The ship names send you to the web site http://www.eve-skilltracker.com/ with the matching “Badge”. Badges at Skilltracker.com are similar to (and exist longer than) the Masteries within eve, but with even stronger focus on real (EVE-)world operation. Skilltracker offers additional Badges not only for ships but also for Mining in general , Reprocessing and several more. You can also download skill plans which you can import into EVEMon and transfer into your character's skill queue in-game from there! The skills within such plans will also allow you to use modules not ultimately required for Mining or Ice Harvesting. But as training only for yield and ignoring other attributes that you can improve, like Navigation and Engineering. is a bad idea and such skills also help you when you decide to use other ships thatn just mining vessels. As ORE ships preferably use shield tank, you should also invest some training time for the skills of that group. Hulk Ore Tank Ice Tank 1448m³/min, 33.978ehp 1763m³/min, 19.587ehp 0.0 Rookie Prospect Orca 0.0 Ore 0.0 Ice 1720m³/min, 90-120hps 1705m³/min, 80-110hps T2 MDC 885m³/min, 5.469ehp Gas 160m3/min, 9.154ehp Tank 364.568 ehp While you progress in EVE, you should add further skills into you plan, as time and your experience allow. The Badges are a great help for that and mining often allows you explore spend you time doing other things, like exporing the Skilltracker web site. For some ships, there are also loadouts that may prove useful in null security space where you may be required to tank the incoming damage applied to you by NPC belt rats. Here, a fitting with Shield Booster modules can either allow you to permanently tank the NPC ships (keeping the cycles of your shield booster running continuosly) or buy you some time until a helping hand with a combat ship destroys the NPCs for you. Buffer tank is not required (unless your mining gang uses remote shield boost support) and the same applies to low security space. You won't find suicide gankers in these areas, as there is no CONCORD present. The fittings shown help you against NPC attacks, if players engage you, you either can escape before they tackle you, or you enjoy the time it takes until your ship gets destroyed. If neutral/hostile players appear in your current low sec or null sec system, the best tank will be the warp to your station/outpost, POS or safe spot. If you view this guide from within the in-game browser, simply click on the name of a fitting to open the fitting management. From there you can save the loadout. If not, a click on the ship icon opens a lightbox window where you can select and copy the data of the same fitting in text format. Fittings copied this way can get imported into the client, like shown to the right, or into EFT/PyFa. When you already set your character and current skills within these tools, you can also check out the attributes you can expect when using a fitting and which areas you can improve upon. Mining Now you should know what's best for you to fly and harvest. With your ship fitted we are ready to go! First I will cover the Mining of Asteroid Ore. Ice Harvesting is very similar and I'll cover the differences later. For Ore Mining I use a Venture with the Rookie fitting from above. Mining in general plus tips Asteroid are usually mined in Asteroid Belts. A right click in empty space opens the contextual menu where you find all belts present in your current system grouped within the Asteroid Belts sub menu. No such menu means that there are no belts present in the system. Just jump into a different one and check wether there are some. When you choose a belt from the menu, you can warp to the beacon of that abelt at standard distance or one of the options that are avilable. To tell wether there are still asteroids left in a belt, you need to be on Grid where you can take a look around. There is no way to tell that from a distance, so it is possible that all you find in a belt is the beacon. Tips The belt is empty? That's absolutely possible. You are not alone in space and other players also want their part of the roids. So maybe the plague of locusts cleared “Your” belt before your arrival and moved on to the next one. Another reason why you don't see any Asteroids: Your overview settings are set in a way that asteroids are not visible there and also their brackets in space are disabled. You can either switch to an overview tab with asteroids active or choose the default preset “Mining”. Open the menu that is shown in the screenshot to the right with right click and pick the desired default. If you still don't see any asteroids, try a different belt! You can only use your Mining Lasers on Asteroids with a name that starts with “Asteroid” (no hollow or barren fluff) followed by the specific type and variation in brackets). Such an „Asteroid (Massive Scordite)” is currently seleected in the screenshot. A bit less than 4km off still within optimal range of Mining Lasers. It does'nt matter how far away you are from an asteroid for as the distance is less than the optimal range. Hold CTRL and click on an asteroid to lock it as a target. Other ways to lock a target are the radial and right click menu. If you use more than a single Mining Laser, make sure you activate each Laser on a different Asteroid. Otherwise you can waste time; Mining Laser cycles run completely to the end if not cancelled and the check wether there still is ore left in the asteroid only happens with the next one. So it can happen pretty often that two miners draw the last units of ore from the same asteroid after a fraction of their cycle time and run dry for the remainder The worst case would be that one Laser extracts all but one unit while the other just started a new cycle. In this case, both modules each run a full cycle for a single piece of ore!. To change the active target, the one your module activation gets assignet to, select it with a left click. The target with chevrons that cycle around it is the currently active one, as illustrated to the right. All further activated modules get assigned to this one. The keyboard shortcuts to activate the next or previous target are ALT ← and ALT →. In this screnshot you see the results of a scan done with a Survey Scanner. As Cerlestes.de showed me that Scordite was the most valuable ore (ISK/m³) available in high sec when I wrote this , I collapsed the folders of other types of ore. This setting is saved for the results window (like for the inventory). I set the order by Quantity, which is the number of units contained within each Asteroid. These numbers don't update automatically, only after a new scan cycle, and this only with the quantity that was current when Mining Lasers finished their last cycle on each asteroid. There are five Condensed Scordite Asteroids within the 10km range of my Turret Mining Lasers. You can lock Asteroids from within this window as well and each new scan updates the marks that highlight the asteroids which are your currently locked targets. When you divide the quantities by the volume of a given ore, you get the remaining volume still available in each asteroid. From this you can calculate the time and number of cycles required until the Asteroid is depleted™. You can also prepare yourself and calculate the units mined each cycle for the ore types you choose in general in advance. For Scordite and with my skills the number of units is: CycleYield: 192.94m³ · Erzvolumen 0.15m³ · Stück je Cycle: 192.94m³/0.15m³ ≈ 1,286 The first Asteroid in the Survey Scanner Results with 42,804 units lasts for 33 cycles, after that is a bit more than a quarter of another cycle. If I stop at the right time, I leave behind only a minor quantity and don't “waste” any time on an empty Asteroid. EWar and Mining Laser The Survey Scanner also helps you identify Asteroids that contain too few units of ore for a full Mining Laser cycle. For a Keep this in mind if you spend you Venture with Miner I Modules this may not be the case too often, but with a Procurer you will often find that Asteroids in high sec contain less than a cycle's worth. If that's the case, you can decide to ignore them. If you already use Modulated time mining in Guristas space: Strip Miners, remember that the occurence of crystal damage is calculated and applied for each start of a cycle. Choosing Active cycles of mining laser or to often activate those modules for just a fraction of a full cycle can potentially increase the cost for crystals and, as a ice harvesting modules get cancelled when you lose your result, lower your profit – a bit. target lock. For mining lasers you Survey Scanner will not always have enough range to show you the contents of all the Asteroids. The dimensions of a receive the amount of ore mined belts are in most cases more than the 22,5km range of the T2 module. A Fleet Boost for the range of Mining Lasers, up to that moment, but ice cycles which also increases Survey Scanner range, helps a bit, though it may be even more helpful if an → Orca, that eventually are just lost. provides the boost anyway, equips this module. The Role bonus of 500 % to Survey Scanner range – six times as much – The same applies to EWar by blow up the scanner range a lot more thatn a mining ship can achieve. The Orca pilot just has to use target broadcasting other players, and even damp by to show fleet members valuable asteroids. But often the fleet bonus you get is enough, in conjuncton with belt bookmarks, Serpentis belt rats may have this which I will explain now. effect. If your targeting range is too short and gets even worse by the damp you will also lose the your Warpin and Turning Point Bookmarks target and therefore your cycles will stop. You will probably limit your mining activities to some few or even just one solar system. If this is the case, creating bookmarks will help you a lot. To create this type of of bookmark collection, better use a fast ship equipped with a Micro Warp Drive, to get along faster. It's a one time procedure, anyway. The first type of bookmarks is already useful when you're mining alone but also later, should you choose to spend your time together with other players in a mining fleet. The strategy I'll describe works best with Asteroid belts with the shape of asemicircle. Most but not all belts in EVE are like that, though many of them keep their shape only a limited time after downtime, when more Asteroids deplete and therefore disappear. That's why you should create such bookmarks shortly after server reboot, to still get the picture of a complete belt – but remember that in high sec, belt refill during downtime is very low on Monday and Friday. Warpins Once you are in a belt, approach the Asteroid that's right in the middle of the semicircle. Once you have arrived, turn back and approach the belt's Beacon until your distance to a good amount of Asteroids around you is roughly 2km. Those are the ones you can order your Mining Drones to focus on, should you decide to use Mining Drones. You also most likely won't get stuck when you warp off the belt. Save this location, either by opening the radial menu on your own ship, and hovering over the shown in the screenshot. Alternatively, you can use the shortcut CTRL-B. to reveal the , like In the dialog that opens, set a name for the bookmark. As you will create a lot of bookmarks, depending on the number of belts in your system, choose a naming strategy that best suits you. My own naming scheme is like this: P "Planet numberr" - "Belt number" - "Position" → P 02 - 01 - M For the first belt of Planet II, middle spot when viewed from the Belt's Beacon. You don't have to add the system name to the saved location. You will find that information in the Sol column of the “Places” tab within People & Places window (CTRL-E) and the right click menu in space also only shows bookmarks of your current system. But you decide the way you name those bookmarks, after all. The Blue circle in the screenshot covers an area of a bit less than 15km around the spot that I created this way. All asteroids within that circle are in range of Strip Miners that gain no bonus by fleet boost. Activating the tactical overlay (CTRL-D) that is also visible in the screenshot, will also help you a great deal during the creation of your BM collection. Still 2km off the previously chosen asteroid in the middle of the belt, approach the belt's left side (when viewed from the beacon). Once you reach the spot where the outermost asteroid is less than 15km away, save your current location. Again, make sure that you are sufficiently far away from all asteroids that you may get stuck in during alignment into warp. With my naming scheme, the name of this location would be P 02 - 01 - L. The spot at the right edge of the belt works the same way, only the R turns into L in the name of the bookmark. The spots in the middle of both red circles in the screenshot are the locations of my bookmarks (the beacon is off the left edge of the image), the circle itself also marks the area of nearly 15km around that spot. I would be able to reach every Asteroid within that belt from at least one of the bookmark's locations. This belt is of such small diameter, that the blue location in the middle is unnecessary. But this will not always be the case. You will find that there are not only belts where three bookmarks are not enough, and also several of a shape other than a semicircle. But using this general strategy as a base to elaborate on, you can easily cover all areas for any shape and size of belt. Once done, each time you first warp to a belt or return after emptying your ore hold, you can always warp directly to one of your bookmarks and immediately start Mining the chosen Asteroids around you. No need to approach the belt itself from the warpin beacon each time. Turning Points If you are mining while in a fleet and don't have to dock to empty your Ore Hold you can also prepare yourself by warping to a given belt at a range of 100km and, once there, increase the distance to the belt itself. Why, you ask? Once you are at least 150(.01)km away from each Asteroid present within the belt, you can simply warp to any of them from that spot. Mining Barges and Exhumers are annoyingly slow, therefore you save time when you warp to a turning point and back to a different spot witnin the same belt. This bookmark is also useful when you first start your mining day. If you warp to that location, you can check which area of the belt still holds the highest number of Asteroids that you prefer, which at least is a rough estimation, you don't yet know how many units are left within the roids. As you will only create one turning point bookmark for each belt most of the time, P 02 - 01 as their name is enough. The leading zeros for 02 and 01 make sure that the order of bookmarks is still given should there be more than 9 planets or belts. Folders within the Places tab of P&P could also make sense, and the bookmarks within also appear in a sub menu when you open the right click menu in space. But you also can move your ship along the belt, mine one asteroid after the other and let the hauler that collects your ore warp to your current location. This way turning points are not required to get around quickly. Permanent Alignment Staying on the move during mining leads me to another strategy where you stay aligned towards another spot and equip your ship with Higgs Anchor Rigs. Medium Higgs Anchor I reduce the maximum velocity of a ship by 75% but also lower its Inertia Modifier. The latter increases the ship's agility a little. Their penalty is a reduction of warp speed by 10%. Training Astronautics Rigging Skills decreases this penalty by 5 % each level. A Retriever piloted with navigation skills maxed out crawls at a maximum velocity of 25m/s with this rig fitted. As you always enter warp once your velocity towards you warp destination reaches 75% of maximum velocity, you can stay aligned in the direction of a spot you may want to warp to at a velocity as slow as 19m/s. Assuming the basic Strip Miner Range of 15km and a perfectly chosen position allows you to crawl across the length of nearly 30km towards the direction of your safe spot and stay within range of a given Asteroid all the time. And that time is around 1,580 seconds. A Strip Miner Cycle time of 162s allows you to complete 9 full cycles and collect 26,640m³ of Ore. For Ice and the harvester's shorter base range of 10km , the distance would be close to 20km, which allows you to stay in range of a specific Ice Asteroid for 1,050 seconds, 10 full cycles with a cycle time of 101s, resulting in a total of 20 Blocks, 20.000m³ Ice. Both numbers are achieved with a Retriever fitted for yield and skills at level 5. Actual numbers will be a bit lower than that, it would be tedious work to always look for the sweet spot to start your alignment. But if you choose this strategy, you will always keep at least one Asteroid within range and can immediately warp off should you suspect a pilot arriving at your location (e.g. with a Catalyst) to have harmful intentions. To get to another location within the belt you should use the Turning Point bookmarks explained above, otherwise the advantage of the lower velocity quickly turns into a huge annoyance. This mining strategy results in game play where you have to be more active instead of dozing in front of you computer (or elsewhere), but it probably will save you from harm, and there are other systems than just those in high sec, where this might work. An interesting blog post on this topic by the Nosy Gamer will probably also be interesting for you. Within this post, he describes his thoughts about this technique. Drones Your drones, those annoying little pests, also should do more than just idle in an orbit around your ship. I'll mostly only cover the specifics of Mining Drone control, you should already posses a basic knowledge of drones in general. But better don't use Mining Drones in a Venture or Retriever when you are active in systems of a security level below 0.9, . Belt Pirates appear in systems with a security of 0.8 and below, so you better can use some sort of defense, especially when you are alone in a belt. Light Scout Drones, two for the Venture, five with Mining Barges will help you to get rid of attacking NPCs. You can either choose the type of Drones that use you NPC opponent's weakest resistance as damage type, like Warrior I or better Warrior II within Minmatar Space where you can expect Angel Cartel NPCs to appear (weak against Explosive and then Kinetic damage), of you can simply use Tech I or better Tech II variants of Hobgoblin Drones. They apply Thermal damage, which in most cases is at least the NPC's secondary weakness. While undocked you will find a drone window next to your overview. Thre you can command you drones and use additional functions available. The four lines in the top left corner of the window provide several options. You drones should be still packaged and in one stack if you did'nt launch them into space before. Right click this stack. Hold down CTRL or SHIFT and click to select individual or a range of drones, if they are no longer in one stack. As you can control a maximum of five drones with sub capital ships, make sure to only have this quantity selected. and select the menu option Move Drone New Group... next set a name for this group. “Mining” is the group name I chose in the example shown above. Drone commands issued after a click on the group's folder will be given to all drones within that group, limited by the number of drones you can control. You can either use the radial menu to launch them or simply drag & drop the group folder into space. Once you have found an Asteroid close to you (ideally less than 2500m away), target that one and, if that's required, set it as your active target with left click. Next command your drones to mine repatedly from the radial menu. This command is also available from the right click menu of selected drones and drone groups. This command makes sure that your drones mine the from that Asteroid, return the ore to your ore hold once full and get back to mining. This continues until the Asteroid is depleted and disappears. You won't get a warning or notification (for those that have an EVE with sound: also no sound is played) once this happens so you may take a look at your Drones status every once in a while. If a group of rats appears, recall your Mining Drones and launch your group of Light Scout Drones. If you set them to aggressive behaviour, they will attack anything that starts aggressing either you or one of the drones, as long as the attacker was within your drone control range at that time and the attack happened after you launched your drones. Otherwise lock an NPC and issue the command to engage manually. For Combat Drones this Command is at the same location as Mine Repatedly for Mining Drones within the Radial Menü, but you may find that the shortcut F is faster. Just like the launch of Drones you can order them to return to your drone bay simply by drag & drop of their folder back onto the Drones in Bay folder. The keyboard shortcut for this command is SHIFT-R. Also, don't leave them behind in a belt and just warp away. They won't return to your bay automatically if you do (unless you lose connection to the server)! The loss of T1 Drones may be not much of an issue (and other players probably won't scoop them up immediately), but a set of T2 Drones already is way more expensive, and anybody can pick them up once you lost control over them. If you decided to get yourself a group of Harvester Mining Drones, well … /o\ Still wondering why missions against Rogue Drones are offered that often? „Hidden” Belts Hidden Belts, like they got called in the past no longer are really hidden since the introduction of the Odyssey Expansion in the summer of 2013. Since then, Ore Sites are Cosmic Anomalien that contain either Asteroids with ore and in some solar systems there are also such sites with Ice Ateroids. You – and other players – no longer required to scan their location using probes, though they still appear within the Probe Scanner window as soon as you enter the space of a system by undocking, jumping into it (or login). To find Anomalies (and hints on the presence of Signatures), either open this probe scanner window using the left entry of the scanner button's radial menu des Scanner Buttons like shown in the screenshot or by hitting ALT-P which is the default shortcut. If an anomaly is present in your current system you will find it listed there and a click on initiates warp to in on your default distance set. If you activated the Sensor Overlay, whose active state can be toggled with a click on the slider within the compass settings tooltip or the shortcut CTRL-O, you will also find exploration sites in space around you. A right click onto an anomaly, bearing a green symbol like shown in the screenshot, also allows you to choose the warp to command. There are many different types of ore sites with actual Ore Asteroids, with varying sizes and ore types that can be found within. Many of them offer types that are not available in the region of the system, like Kernite and Pyroxeres sites in Gallente high sec space, where you can only expect to find Plagioclase and Omber within standard belts. But you can also discover sites that contain ore types which are usually completely unavailable within a systems security range, like: High sec: Jaspet, Hemorphite and Hedbergite Low sec: Gneiss, Dark Ochre, Crokite and Spodumain, sometimes even Arkonor and Bistot Null sec: Bistot, Arkonor and Mercoxit Wormhole space only offers ore within such sites. There you will find any type of ore within the sites, except Mercoxit which only is present within ore sites available from Class 3 and higher. Null security space is grouped into three different ranges, depending on the system's True Sec. In the top left corner of your screen this is shown as a number with a single decimal between -0.0 an -1.0. The three ore types for null sec sites for example are not present in standard belts of systems with a True Sec of -0.0, only within Ore Sites. Null sec, industry indices and their Ore Sites Null sec systems with player sovereignty adds another way to force the a kind of semi static belts to appear. These types of ore sites also vary in size and ore types contained. Semi static, because a new site appears roughly five minutes after the previous one disappeared. To force the spawn of such sites, an Infrastructure Hub is required to be online within a system, which contains an upgrade like Ore Prospecting Array 1 (requires an Industry Index Level 1). To achieve and also to maintain this Index, it is required to surpass a specific level of activity, which is the volume of ore mined anywhere within the system. Higher Index levels offer better sites, but only if there is also and Ore Prospecting Array for that level added to the iHub. For Index level 1 you will have to mine ore from standard belts and if there are, also from ore sites which appear by chance. Once Index level 1 is complete and the upgrade array installed, you can expect the first Small Asteroid Cluster to appear following the next downtime. Within, you will find all types of null sec ores, except Mercoxit. Spodzilla should still be there, though. But Index level 1 is only the beginning, you can increase taht up to level 5. Once you have achieved that, you can – given that you also installed all of the previuous level's upgrades – place the Ore Prospecting Array 5 into the iHub eingebaut werden. Each Index level provides larger ore clusters, which also all will contain Mercoxit. But you will have to wait for the next server restart each time (and of course you are required to install the correct upgrade before). The volume that is required to get mined increases with each further level, as does the one to keep one. To achieve level 1 you only have to collect 1.500.000m³ while level 5 requires a total volume of 24.000.000m³! The index level decreases by 1% each hour and this needs to be counted by further mining if you want to keep a level. Here, level 1 is kept up with a daily mining volume of 750.000m³, while level 5 requires significantly more activity with an upkeep that needs 12.000.000m³ of ore mined. But you will probably drop down a level intentionally to use that to your advantage. Ore sites remain 5/3 days until they disappear if not completely empty. The most valuable ore types within the sites, however, can be cherry picked within a much shorter time. Instead of clearing a site completely and gathering unwanted ore types in the process, some simply let the industry index drop down to the next lower level to force that site to disappear. Once that has happened, mining continues at a rate that makes sure that the previously higher index level ist restored in time before the next daily downtime. After server reboot a fresh site full of cherries awaits the miners. The Corporation Bloodtear Industries created a PDF Guide which covers nearly anything regarding those ore Sites, the Bloodtear Industry Index Report. Unfortunately, though, this edition got released back in Mai 2012 – changes to Mining Ships are missing, as well as Ore composition and changes to and the changes to Ore Sites – but it still provides interesting ideas and background infomration. I also added several interactive charts to the → Addendum showing volumes and (Jita Sell order) prices of the minerals contained within the Site's ores. The Mineral ISK values given are before reprocessing and for the standard ore type, which are found in sites of systems with a security of -0.0 to -0.44. Systems with 0.45 to -0.84 security contain the 5% variant and every system below that 10%. Ice Harvesting Now onwards to what is different for Ice Harvesting when compared with general Ore Mining? You will find Ice only within Ore Site Anomalies that you can find the same way as explained previously. But you will alwys find them within the same solar systems, unless they are currently gone, which is the case for the duration of four hours from the moment the previous site got cleared. A server restart also results in a respawn of all Ice Sites that were gone before, while those that were still present are not altered in any way. Fortunately, you don't have to travel across New Eden to find a system where an Ice Site may be present or reappear sooner or later! To tell, which system offers at least one of such sites, you can check out the following web sites: http://evemaps.dotlan.net/map by Wollari At dotlan you will find tons of details and up to date information about the systems within the New Eden Cluster. For a quick overview of information in your vicinity, pick you current region and choose from the options within the dropdown menus at the top of the page. Systems with Ice Site presence can be found by a blue ring around them on the map. High sec Systems with Ice Sites by Ing Harm This page shows you all high sec systems where Ice Sites may appear, grouped by Regions and Empire Faction's space. The number of Sites you can expect to find within a system is available as well as Site totals and maximum number of blocks players can harvest for each type of Ice. Survey Scanners also work with Ice to tell the remaining quantity of blocks within the Asteroids around you. Remember that you have to finish an Ice Harvester Cycles to get a single block. As you most likely won't be alone in an Ice Site, make sure that you don't start a new cycle foro an Ice Asteroid with a single block left when others already started their cycle. In this case you won't get anything. As no Drone is capable of Ice Harvesting, you better choose Light Light Scout Drones (or/and Salvage Drones). Hauling When you are mining alone in a belt, you better don't consider the use of a hauler. Industrial Ships may have more cargo capacity than you mining vessel's ore hold, but there are disadvantages you have to consider To pick up the ore with a hauler, you have to jettison everyhting that fills your ore hold. The resulting Cargo Container which appears next to you and contains the ore can be opened and looted by anybody. Thieves will get flagged as suspect which means that you and every other player would be allowed to attack them without CONCORD intervention, but in the majority of of cases “would be” is what will happen. Or do you want to engage a combat ship (with a pilot who most likely tries to bait you to attack him) with your mining vessel's drones? You probably don't and that's also true for other miners present in a belt most of the time. If you do, however, the suspect can legally defend himself against you. And he sure will. You did insure your ship, did'nt you …? But let's consider nothing bad happens and you piled up a collection of several Cargo Containers floating in space around you. They disappear after a maximum of two hours (sometimes even sooner), so you better pick them up with an Industrial or Freighter. As you can pilot only one ship you first have to return to station, leave your mining ship and board the hauler. When you're lucky, you cargo containers are still there once you return to the belt. You move the ore units within into your cargo hold – a Tractor Beam to pull containers into range accelerates this procedure – until that one is filled to the limit and return to the stataion again. Rinse & repeat until all the ore is safe within your item hangar. Or you switch ships each time you collected around the maximum capacity of your hauler's cargo hold. This can turn out to be annoying pretty quickly and also takes time that you's better spend mining within the belt. Remember that you warp back and forth with a ship that's not capable of mining. You certainly also will have to dock with a Retriever/Mackinaw and Procurer/Skiff to empty your ore hold as well. But as soon as you return to the belt, you can immediately continue to collect additional ore/ice. Ok, you say, why not train an alt(ernate character) who can wait next to me within an industrial ship, ready to pick up the resources I collect. This way, you could stay within the belt and let the alt carry the stuff around. But you might as well train mining with a Barge with this character and both of you fill up each ore hold. The training is complete pretty quickly if you stick to T1 Strip Miners on that alt, as you don't have to spend time training any ore processing skills. That character still can train industrial skills for hauling. Ore Hauling was a bad idea in the past, when it was still possible to “compress” minerals (by manufacturing modules which got reprocessed with 100% yield at the destination), but nowadays it probably makes sense, if your destination is nearby and you also don't have the option to compress the ore. But all you need for that is membership in a player corporation and a POS with an online compression array. The volume of raw ore is too hight to move it across great distances. If selling the minerals grants more profit, or if you need them yourself – and make no profit from placing sell orders for your own and getting minerals by others cheaper placing buy orders as well – and also don't have access to a POS at all, pick a station within your preferred mining system, that provides a reprocessing plant with 50% reprocessing base yield, where you also have a standing of → at least 6.67 towards the NPC Corporation that owns the station. Here you can spend your time mining in the belts, empty your ore hold on that station and continue clearing the belts. This way you don't lose too much time by hauling large volumes of ore. Every once in a while when a huge amount of ore piled up that you might want to sell, you begin the process of … Reprocessing Reprocessing Yield on Stations and Outposts Once you have at least 100 units of an ore or a single unit of Ice you can retrieve the contents using a Reprocessing Plant available in NPC stations, player Outposts (and Reprocessing Arrays of a Control Tower). While docked, drag the ore from your ship's Ore Hold or Cargo into the item hangar of the station. A right click on the stack opens the contextual menu where you select Reprocess. A window that looks like the one below will open: On the left side you will find your selected items and if the will be reprocessed, while the on the right side shows you the outcome of the reprocessing job, minerals in this example with only Asteroid Ore. Tooltips provide additional information when you hover your mouse above an item on each side. Processing Skills Veldspar Processing Scordite Processing Pyroxeres Processing Plagioclase Processing Omber Processing Kernite Processing Jaspet Processing Hemorphite Processing Hedbergite Processing On the left side you indivual net yield is shown first. Below that you can see the factors which influence that percentage, starting with the base yield of the installation. The green factors coming next depend on your own skills and, at the last position in the shown example, a reprocessing implant that your active clone may have plugged in. After that you can see if and how much the station owner will subtract from your yield, colored red. x1.0 means that the station will take nothing (even though the text still uses an alarming red color). Using Reprocessing plants of NPC Stations reduces station take to zero (or x 1.0) once your standing towards the owner is 6.67 or better. You can't influence the station take on Player Outposts, where the owner sets this value for the corproation's contacts. At the very bottom of the tooltip you will find the quantity of each mineral that you gain by reprocessing that specific stack. This helps if you chose several different input types and wish to know what their share of the outcome might be. Tooltips on the right side show you the total quantity of the chosen item within any input material that contains it, how much gets lost due to station take (if any) and the difference between 100% and your net yield. The last quantity then is the exact number of items you receive. The net yield percentage display is still wrong as of mid june 2015. The factor of an active reprocessing implant gets ignored. The correct calue should be 72.36%, but don't worry, the quantities of items are calculated corretly. Gneiss Processing Dark Ochre Processing Another way to get a reprocessing offer is by opening this window where you can also drag items onto. The offer gets updated immediately in this case. To remove an input material, right click on it and select Remove from the menu. Crokite Processing Bistot Processing At the bottom of the window you can see on each side an estimate of the current market value for the item and their quantities. This value reflects the average market value of the items within all regions of New Eden, therefore you should expect a deviation of around plus/minus 10% . Spodumain Processing Arkonor Processing Calculating reprocessing yield Mercoxit Processing Ice Processing You Reprocessing Yield (before station take) is affected by the base yield of the installatio, a reprocessing implant which you use and the following skills: Scrapmetal Processing Reprocessing – 3% Reprocessing yield increase with each level. Reprocessing Efficiency – Another 2% increase for each lavel. [X] Processing – Further 2% yield increase each level when reprocessing the type of ore matching this skill. Implants that raise your reprocessing yield are available for Ore and Ice, which is available in three variants. Zainou 'Beancounter' Reprocessing RX-801 grants a 1% bonus, the other two offer 2% and 4%. If you reprocess anything that is no Ore and Ice, the only skill that will increase your net yield next, to the installations base yield, is Scrapmetal Processing! To calculate your net yield use your skill and implant values in this formula: StationBaseYield (1 + Reprocessing 0.03) ReprocessingYield = (1 + Rep.Efficiency 0.02) (1 + [X] Processing 0.02) (1 + ImplantBonus) Imagine you have Reprocessing and Reprocessing Efficiency trained to level 5, but no Processing Skill as of yet and use a station with a base yield of 50%: 0.5 (1 + 5 0.03) (1 + 5 0.02) (1 + 0 → 0.5 1.15 1.1 1 1 0.02) (1 + 0) Your net yield will be 0.6325 → 63.3% The → Addendum contains a table where you can quickly find your net yield several installation's base yields, each assuming that you use a 4% reprocessing implant. To change this as well, use this Google Sheet. Reprocessing taxes by an NPC Corporation That's it for your net yield before station take. As you can reduce that to zero when using NPC controlled Station, let's take a look at how this gets calculated. You standing towards the NPC Corporation of the station is the variable in the formula. Your Faction Standing has no influence on that, and your Corporation's standing neither. 5% station take is the base tax for most stations which is in effect when your standing is none or exactly zero. To calculate the actual station take, the formula (for a standing ≥ 0): station take = 5 - (0.75*4 Your Standing) As already stated, your standing equals your effective standing, modified by Connections / Diplomacy. From a standing of 6.67 (6.6666) you will reprocess tax free on any NPC station within EVE. A higher standing, however, does'nt increase the outcome! 180 NPC stations (30 within high sec) have a station take of only 2.5 %. Here, a standing of 3.34 (3.333) is enough to lower the tax to zero. Many – but not all! – of these stations are controlled by the different NPC Militia Corporations. Reprocessing Arrays A better option than Reprocessing on an NPC station is available for you when you have the opportunity of use a Starbase Control Tower (POS). As mentioned before, the highest base yield of NPC stations is 50%. But the standard Reprocessing Array already offers a base yield 52% and can be used in high security space. The Intensive Reprocessing Array grants a base yield of 54%, but you can only use this one at a POS in systems with a security of 0.4 and below. Your Skills and implant modify this yield just like on station. ArrayBaseYield (1 + Reprocessing 0.03) ReprocessingYield = (1 + Rep.Efficiency 0.02) (1 + [X] Processing 0.02) (1 + ImplantBonus) With all skills at level 5 and an implant that grants a 4% bonus your net yield will be: 0,52 (1 + 5 0.03) (1 + 5 0.02) (1 + 0 0.02) (1 + 0.04) → 0,52 1,15 1,1 1,1 1,04 = 0,752 → 75,3 % This means that already the high sec suitable Reprocessing Array promises a higher profit if we ignore the POS operation cost! Similarly, you will experience a net yield of 78.1% with the Intensive Reprocessing Array ergibt 78,1 % Ertrag. Its 54% base yield nearly is the maximum of what you can achieve within the game, only fully upgraded player owned outposts in null sec space grant more (Minmatar Outposts already at Tier 2). If you already operate a POS within range and don't have access to Outposts you should consider using a Reprocessing Array. CPU and Powergrid need are within normal ranges (750tf/1000tf and 150.000MW/200.000MW) and you don't have to keep the array online all the time. You can also bring your own POS into a system, anchor and online it, do the same for the array and once you are finished with reprocessing you unanchor and pick up the structures again. This should'nt consume more than a single fuel block. Reprocessing within an array is pretty simple. Drag them into the Structures Cargo, select all and in the right click menu choose Reprocess. The input materials get reprocessed immediately and any quantities that are only a fraction of a full batch remain, plus the output materials. Like on station you can also reprocess several different Materials this way, but only Ore and Ice! The table in the → Addendum will also show you the yield values with varying skills for both Reprocessing Arrays, as well as within this Google Sheet. Ore Compression Like you saw → in the first chapter about ore types, the volume of each ore is lot more thant that of the minerals contained. The minerals also still take up quite a bit of volume. Fortunately, there is another option to lower the volume even further, Ore Compression A Compression Array allows you to do this without a → Rorqual. All you need is a POS that has 500tf CPU and 100.000MW Powergrid available. You can anchor and operate a Compression Array within any system security. Onlining such an Array also is done within three seconds, so you may just turn it on when needed and immediately turn it off again, just like a Reprocessing Array. Das Volumen gepresster Erze ist deutlich geringer als das der Roherze. Compression Ratios range from 57 so more than 1,000, (40,000 for Mercoxit), while the compression ratio of the minerals within the ore types vary a little around a factor of 30. However, this is with the quantities before reprocessing. This ratio drops to rates around 20 if we take the volume of minerals gained assuming a Reprocessing Array's maximum yield of 75.3%. You will find the list of individual compression ratios for each Ore and Ice type in the → Addendum. The procedure of compression using an array is identical to the one you follow while reprocessing at a POS. Drag your raw materials (again, only Ore and Ice) into the array's cargo, select them all (CTRL-A) and from the right click menu choose “Compress”. Each full batch of Ore (still 100 units) and each block of Ice gets compressed into a single unit of the Compressed variant. Fractions of a batch will be ignored, also similar to reprocessing. If you want to sell your mined materials and want to find out if compression makes sense in your case, you can use this Google Sheet. Set your Reprocessing skills, the installation's Base yield and select a System where you consider to sell your goods. Once the prices got loaded, the table will show you ISK values of a batch on the market within the chosen system. The column group to the right states the values for compressed or, to the left of it you will find the value of the minerals you receive with your skills. The leftmost column shows you the ISK/m³ of the ore, with the higher value of the market prices as the base of calculation. The most valuable Ore types avalable in high sec belts and overall are marked with these colors. Fleet You may remember that I already introduced the skills Leadership and Mining Foreman, an easy way to get a small bonus on the yield while mining ore. You just need to be in a fleet with at least two members and both of you have to be in space within the same solar system. To invite a player into a fleet, select that menu entry after you right clicked his name. That player will receive the message shown here. The warning below the question wether he wants to accept your invitation notifies him that fleet membership changes nothing regarding the aggression rules of crimewatch. Illegal targets remain illegal, no matter if they are members of the same fleet or not. And nobody is allowed to attack third parties if they attack a fleet matter legally only because. Things that do change, however, that fleet members are allowed to take from (and place items into) other member's containers, and that bounty payments are shared between all fleet members if they wre on grid when a target with bounty got killed (if one of the members applied the most damage). To make sure that you don't get in touch with CONCORD, better keep your Safety set to green until you know more about crimewatch rules and consequences. Once the other player accepted your invitation, you'll find yourselves within the same fleet and the fleet window has already opened, showing you the hierarchy (you can change that to a flat list by opening the options menu at the top left of the window). As you created the fleet with your invitation sent to the other player you are also automatically the Fleet Boss, have the Squad Booster role set and got moved into the Squad Commander position: the pilot who provides bonus to himself and his squad members – as well as additional bonuses received in larger fleets where Wing and Fleet Commander positions are occupied as well. When both of you can see a teal checkmark , the fleet setup is correct. If you get a red cross instead check the following: 1. 2. 3. 4. Your Leadership Skill? Each level allows 2 additional members, including you! Within the same system, undocked? Both of you in a ship, not just a Capsule? You are Squad Commander and Squad Booster, your fleet member is within the same Squad? For additional information on fleets in general, check out the EVElopedia or UNIWiki, in this Guide I will focus on the various aspects that have an effect on mining Leadership level 1 only allows a single member within the squad you apply bonuses to, train further skills to increase that number by 2 for each level. Mining Foreman increases the mining yield by 2% each level of all squad members, including you as squad commander. This allows a maximum bonus of 10% at level 5, factor 1.1. But you can raise that bonus even further. If you have Cybernetics as well as Mining Director trained to level 5 and plug in a Mining Foreman Mindlink Implant into slot 10, the mining yield bonus increases to 15%, factor 1.15, but it also provides another advantage. But to make use of that one you have to board a ship capable of fitting and activating Warfare Links. A fairly unknown (and rarely used) fleet command available for all command posts is Regroup. Once activated, all members below the issuer currently on the same grid approach that pilot's ship (including cloaked members). This can be helpful occasionally, for examplpe to pull a comrade that fell asleep out of a bubble to warp him to a less dangerous location afterwards Fleet Boost Warfare Links (Ganglinks) are modules which provide addtional and more specialized bonuses (Fleet Boost) on top of the skill based passive ones. Their individual type of bonus is closely tied to the leadership skill that is required to online them. PvP engagments use Fleet Boost nearly each time (Solo PvP as well …). You can use Ganglinks only with ships that are shown in the “Can be used with” attribute of the module's information, as shown in the screenshot. A simple Combat Battlecruiser may suffice for a start. Miners also can make use of a group of Ganklinks, namely Mining Foreman Links. Mining Foreman Link - Laser Optimization I and T2 reduce the cycle time of Turret and Strip Mining Lasers, Ice and Gas Cloud Harvester modules. Other than the Mining Foreman Leadership skill, this Boost also supports other resource collecting activities than just mining. The T1 Module provides a base reduction of -6%, factor -0.06, while it's -7.5%, factor -0.075 for T2. Mining Foreman Link - Mining Laser Field Enhancement I and T2 increase the range of the same modules. Being able to reach out further reduces the amount of you crawling around (or using a turning point bookmark). Initial bonus is 13.6%, factor 1.136, for T2 it's 17%, factor 1.17. The range of Survey Scanner Modules also gets increased by the same amount. Mining Foreman Link - Harvester Capacitor Efficiency I and T2 reduce the Capacitor used for the activation of Mining Lasers and Harvester Modules and counteracts the negative side effect of the “Laser Optimization” Ganglink, which increases the capacitor use over time due to the reduction of cycle time.The changes to Mining Barges and Exhumers with the Kronos Release modified their yield bonus which now provides a reduction of the module's cycle time. That may result in capacitor problems for pilots that have lacking engineering skills, even more when they receive the cycle time fleet boost. The percentage of the bonus is the same asthe Laser Optimization Ganglink. Prerequisites To activate these Ganglinks you are required to train the following skills: Leadership and Mining Foreman to level l5 Mining Director to level 1, level 5 for T2. This skill is not only required but also increases the Ganglinks' bonus by 20% each level, fully trained a Mining Foreman Link therefore provides the double amount of Boost, factor 2. Enhancement Warfare Link Specialist increases the bonus of all Ganglink by 10% each level up to a maximum of 50%, Factor 1.5. Mining Foreman Mindlink adds a fixed bonus of 25% to the effect of all Ganglinks of this type, an additional factor of 1.25 The total amount of the bonus (to individual Fleet Boost effects) can be calculated quickly. Let's travel into the near future and assume that you already trained Mining Director to level 5, which allows you to activate T2 Ganglinks and you also pulgged in a Mining Foreman Mindlink. Your Warfare Link Specialist skill is at level 4 and you currently fly a Dreck Drake. Cycle Time: ModuleBaseCycleTime (1 - ( Ganglink Mining Director Link Specialist Mindlink )) 180s ( 1 - ( 0.075 2 1.4 1.25 )) = 180s 0.7375 = 132.75s → 2m 12.75s (the same multiplier can also be used to get the resulting capacitor need if a Harvester Capacitor Efficiency Ganglink is active) Range: ModuleBaseRange ( 1 + ( Ganglink Mining Director Link Specialist Mindlink )) 15km ( 1 + ( 0.17 2 1.4 1.25 )) = 15km 1.595 = 23.925km That's already pretty nice! Lasers and Harvesters of your fleet members can reach more than one and a half times farther while their cycle time decreased nearly by a minute, and any kind of cycle time bonus by the mining ship itself will decrease the time even further. But do you think that a Drake is the right choice? It's true, a Drake is perfectly suited for operations that take a little longer, but it does'nt appear like she's in the right place here. There must be something better than that! And there is: The list visible above contains some more ships capable of activating Gang Links, and most of them further increase the effect for specific types of them. For Mining Foreman Links there are two ship groups listed. For each of these groups only a single ship was developed and by some completely unexpected coincidence, both also are the creation of ORE. Industrial Command Ship – Orca Capital Industrial Ship – Rorqual Both ship's skills increase the effect of Mininig Foreman Links even further. 3% (a maximum of 15% factor 1.15) for the Orca and the Rorqual provides an increase by 10% for each level (up to 50%, factor 1.5). Let'S assume you have trained Industrial Command Ships for the Orca to level 4, while the other skills are the same as above. In this case, the Cycle Time and Reichweite are: Cycle Time: ModuleBaseCycleTime (1 - ( Ganglink Director Specialist Mindlink Schiffskill )) 180s ( 1 - ( 0.075 2 1.4 1.25 1.12 )) = 180s 0.706 = 127.08s → 2m 7.08s Multiply your own module's cycle time Mining Barge/Exhumer with 0.706 to see the difference based on your current everyday duration. Reichweite: ModuleBaseRange ( 1 - ( Ganglink Director Specialist Mindlink Schiffskill)) 15km ( 1 + ( 0.17 2 1.4 1.25 1.12 )) = 15km 1.6664 = 24,996km A bit better already. A Nearly six seconds shorter cycle time and another 1km added to your range! Let's take a look on the effect with all those skills at level five. I won't repeat the skills this time. The Rorqual provides that bonus with an avtivated Industrial Core. Cycle with Orca Boost: 180s ( 1 - ( 0.075 2 1.5 1.25 1.15 )) = 180s 0.677 = 121.782s → 2m 1.782s Cycle with Rorqual Boost: 180s ( 1 - ( 0.075 2 1.5 1.25 1..5 )) = 180s 0.578 = 104.063s → 1m 44.063s Again, Multiply your own module's cycle time Mining Barge/Exhumer with these factors. Reichweite mit Orca: 15km ( 1 + ( 0.17 2 1.5 1.25 1.15 )) = 15km 1.733 = 25.997km Reichweite mit Rorqual: 15km ( 1 + ( 0.17 2 1.5 1.25 1.5 )) = 15km 1.956 = 29.344km Are you still there, or already on your way to Jita for a shopping spree? If that's the case, you can read the additional details about both ships below during your travels. Additional holds Both ships possess more than just Cargo Hold and Drone Bay. You'll find a Fleet Hangar and Ship Maintenance Bay in both, as you can see in the image (the Orca's capacities). With a click on the icons next to them in the Inventory window, you can grant Corporation and/or Fleet members access to them while you're in space. In the following screenshot, access to the SMB ist granted to Corporation Members and Fleet Members have access to the Fleet Hangar. You can grand and deny access for both individually. And what's their use? The Fleet Hangar (30,000m³ for the Rorqual) accepts any kind of Cargo, including assembled ships. Players with access granted also can while in space place items into and take from the Fleet Hangar, with the exception of containers. The Ship Maintenance Bay (The Rorqual's SMB capacity is 1.000.000m³) only accepts assembled Schiffe (repackaded Carriers won't fit in), the capacity only appears to be huge. The Orca's SMB capacity sets the ship type that can be stored within to Battlecruisers, while the Rorqual has a limit of several ship groups that are allowed to be placed into the SMB. The ones you can store there are ORE Mining Ships (Venture, Prospect, Barges, Exhumer) and Industrial Ships (T1 and T2). Pilots the access right can either switch ships, that way their current ship gets stored into the SMB and they automatically board the one they chose as destination. They also can launch a ship. This way, the empty vessel appears in space, ready to be boarded. They can also just store their own ship and remain in space with their Capsule. There are several limitations to what is allowed within the cargo hold (and other storage facilities) of ships that you want to store in a Ship Maintenance Bay. Like for Ship Maintenance Arrays of Cotrol Towers, you only can store ships that contain nothing else but Drones within the Drone Bay and Charges (Ammunition, Scripts, Cap Booster Charges, Probes and Nanite Repair Paste). The Ship Maintenance Bay's Fitting Service can also be used by anyone with permission, to refit their ship without the requirement to launch a Mobile Depot. They just have to hit ALT-F to open the fitting window while they are within 5.000m from the Orca/Rorqual You will also find an Ore Hold in both ships, similar to the same Hold you know from Mining Ships. You can't grant other players access to them, but if you drag Ore, Ice or Gas (not the materials reprocessed from them) into this hold, you free some space within the Fleet Hangar. The Orca's Ore Hold capacity is 50,000m³ while it's a total of 250.000m³ for the Rorqual. Orca The Orca is an Industrial Command Ship and belongs to the category Capital Ships. But like Freighters she is limited to Stargate travel, given that there is no Jump Drive present. Like the other Command Ships (T2 Battlecruisers) she can use more than a single Warfare Link right from the start. If you use Mining Foreman Links, their efficiency gets incrased by 3% for each level of Industrial Command Ships you have trained. Within the formula further above this gets added as a maximum factor of 1.15. Small Tractor Beams gain two advantages from the ship's role Bonus and are capable of pulling container and wracks at a higher velocity and from a greater distance. But as Tractor Beams also require a High Slot, similar to Ganlinks, you will have to drop at least one Gang Link if you wish to pick up Jetcans this comfotably. The bonus of 500% increased range for Survey Scanners can turn out to be very helpful. Miners in your fleet no longer have to use ony by themselves. The Orca Pilot simply can use the fleet functionality Broadcast: Target let the miners know which Asteroid contain sufficient quantities of Ore/Ice, like I already → mentioned above. Siege Warfare Link - Shield Harmonizing I is another Ganglink which you may consider to use in addition to Mining Foreman Links. Remember that you are limited to a maximum three Ganglinks as there a no further High slots. The Shield Harmonizing Ganglink increases the resistances against each damage type of all members' shields and therefore results in a slightly better tank for you and your fleet. This increase won't help you when you are mining during an active war and most likely not when you get caught in low sec or null sec (it'll buy you some time, though). But there may be situations where your survival is more probable with this module active, like if a not too well prepared suicide ganker engages one member of your fleet. To activate it, you will need different Leadership skills: Siege Warfare level 5, and above that Siege Warfare Specialist level 1 for the T1 Ganglink, level 5 for the T2 variant. Like with Mining Director the effectiveness of Siege Warfare Links also receives a bonus from this skill (not from the Orca, though!) Orca Fitting Tank 364,568 ehp The fitting shown is one way how you may choose to equip an Orca (My choice when I occasionaly decide to take a nap within a Belt). The Hull Rigs which got introduced with the Kronos Release provide a noticeably stronger Tank. Three Large Transverse Buklheads II raise the effective HP to a total of 405,521. The penalty of this type of Rig is a reduction of the ship's Cargo Hold, but if you prefer comfort/profit over durability, better don't complain if you find yourself next to you Orca's wreck which had a decent cargo capacity. The Cargo Hold capacity, by the way, gets a bonus from your level of Industrial Command Ships. The initial 30,000m³ grow each level by 5% to a maximum of 37,500m³. If you decide to build a Cargo Orca and use Low slots modules and rigs to increase the Cargo Hold even further, you can achieve a total capacity of 190,951m³ (Cargo Hold, Ore Hold and FleetHangar). All you need for that are two Expanded Cargohold II low slot modules and Large Cargohold Optimization Rigs (T2 twice and a single T1 Rig are possible with the Orca's Calibration). 50,000m³ of this total capacity are limited to Ore, Ice or Gas vorbehalten, as the Ore Hold only accepts this group of items. A quick way to get a freighter for the poor, with no tank \o/ If you wonder if an Orca already makes sense to provide fleet boost to a single Mining ship, check out the table with values researched by Ing Harm in the → Addendum. Since the Kronos Release's changes to Mining Ships, a single Hulk supported by an Orca actually yields more Ore/Ice than any other option with two mining vessels, in theory at least. Rorqual Rorqual not yet vertical. The best choice to provide Mining Boost. But that's not all. Once the Industrial Core Module is active she can also compress ore, like with a → Compression Array anchored at a POS, which in the past was a Rorqual exclusive. The Installation and storage of Jump Clones when using a Clone Vat Bay is also possible, and there's still some more functions. Like the Orca, the Rorqual is a Capital Ship. But she can only travel through Low sec and Null sec systems. To get along Stargate Jumps are one way, and the Jump Drive built in allows her to connect with and jump to Cynosural Fields activated by fleet members (→ as explained below) or anchored at Control Towers where the Pilot is granted access notwendig. Industrial Core, Jump Drive and Clone Vat Bay require Fuel that you can store within the Fuel Bay. But the ship can automatically use Fuel from the Cargo Hold as well, but not from the Fleet Hangar. In addition to several bonuses already seen for the Orca (but with higher values), you will get some additional ones. Mining Foreman Links are a bit more than three times as effective when compared to the orca, but only while the Industrial Core is running! Further Mining Fleet Support Capital Remote Shield Booster I Restore shield HP of other ships, as well as Drones and Structures). Survey Scanner Scan number of Ore/Ice within Asteroids. Cargo Scanner Inhalt von u.a. Cargo Containers scannen. Capital Tractor Beam I Pull containers and wrecks towards the Rorqual. Bonuses of that kind suggest that the Rorqual is perfectly suited to join the Mining ships in a belt and prove her use there. But it's on you to decide wether you really want to move such a inert and juicy target to a a place that anyone can warp to, even worse so if you are stuck for at least five minutes while the Industrial core locks you in place for that duration. Prerequisites As you can see it will take you quite some training time to just board the Rorqual. Some notes on a selection of the requirements: Capital Industrial Ships each level increases the traits previously shown. Industrial Reconfiguration also required for the Industrial Core module. Each level reduces the Fuel requirements by 50 for a cycle. This value gets subtracted before the bonus by Capital Industrial Ships is calculated. Industrial Core I is an active module. During an active cycle of 5 minutes, the ship velocity is reduced to zero. She also can't jump anywhere (neither Stargate nor Cynosural Field) and docking is impossible as well. Heavy Water is the fuel required to activate the Industrial Core. Without skills, 1,000 units would be required each cycle. Both skills fully trained results in a use of: ( 1.000 - 5 50 ) 0,75 = 562,5 → 563 Units For the duration of the Industrial Core's cycle, Mining Foreman Links gain the bonus the ship supplies and you can also compress Ore and Ice. By default, cycles of the Industrial core continue until you click the button in your HUD again (or if you run out of Heavy Water). Once the current cycle stops, you no longer can compress ore and the additional bonus on Ganglinks is no longer applied. Take the pressure down! In the past, Compression was only available to the Rorqual, and next to the strong Fleet Boost this was the main reason to use one at all. As compression nowadays is possible anywhere with POS Arrays, the Rorqual lost a lot of relevance, even though the strength of the Fleet Boost she provides is still unique. But at least you still can also compress Ore and Ice with the Rorqual. The procedure of Compression is very much like the one of Compression Arrays I described above, with some differences due to the requirement of a running Industrial Core. You should prepare yourself accordingly: 1. Industrial Core fitted and online. 2. Heavy Water for at least one cycle within the Cargo Hold or Fuel Bay.r 3. Ore/Ice within the Ore and Cargo Hold as well as Fleet Hangar. Filled to the top with materials you want to compress makes sense. As the resulting blocks take up only a fraction of the previous volume, it may also be a good idea to be provided with further input material by other players. 4. Optional: No Neutral/Hostile players in System Once done, find a quiet place where you can remain undisturbe for the duration of five minutes, the time for one Cycle of the core, which you might as well activate now – and immediately deactivate again if you wish. The cycle will continue anyway, but you make sure that no second cycle starts. The first time, you will probably watch in awe how the Rorqual begins to turn into some sort of Minmatar inspired Technology, but you can already begin compression from the moment you activate the core. Select all stacks of Ore and Ice and choose compress in the right click menu. Ores get compress every 100 units and multiples of that as well as each unit of Ice. Fractions of Ore Batches get ignored without interrupting the compression. I'm outta here! The Rorqual can use Stargates like any other ship (except those leading into high sec) but Jump Drive navigation provides an often faster and more convenient (and probably safe) way of traveling. The Lower amount of Jump Fatigue the pilot is affected by also keeps the waiting time a lower levels when compared with ships like Carriers and other combat suitable vessels. Jump Drive Operation reduces the capacitor use of Jump Drive activation. The 95% the Jump Drive consumes without skills drop by 5% each level. Fully trained that's a factor of 0.75. This skill will also allow you to inject the next two skills. Jump Fuel Conservation decreases the Oxygen Isotopes used by 10% for each level. At level 5 you only need half as much Isotopes for each light year. Jump Drive Calibration increases the maximum range for each single jump by 20%, which results in a duplication from 2.5 to 5 light years once you finished training this skill to level 5. Oxygen Isotopes is the fuel the Rorqual requires to Jump to activated Cynosural Fields. As explained above, the Rorqual's base Jump Drive range is 2.5 light years with a consumption of 1,000 units for each light year, if unaffected by skills. Cynosural Field Generator I allows any ship that has the resources (and free high slot) to fit and online such module to shine a light in the darkness (sort of), i.e. a beacon that Jump Drives can use as navigational target to jump to. Requires Liquid Ozone. (and sufficient Cargo Hold) to activate Cynosural Generator Array is a permanent beacon similar to the ship module, anchored outside of a POS force field, but only within sovereignty null sec with sufficient strategy levels. Pilots require access rights to jump to such destinations. Assuming that another Pilot in your fleet is at your desired destination and your Rorqual has the Oxygen Isotopes needed for the distance and you're not affected by Jump Cooldown, all Systems within your maximum Jump Range are available to you (and sometimes, maybe, the new map will probably show you that range as the old one still does – for now). If the above conditions are met, your fleet member can activate the Cynosural Field Generator and once you right click on you capacitor you will find an entry in the Jump to Submenu. The same applies to POS Arrays, but in that case you won't see a pilot name, of course. Players can also use the Fleet Broadcast: Jump to Beacon (only with active Cyno), which may be easier for you to use than the pretty large menu that opens with right click on your capacitor Hopefully, you won't drop onto anything unexpected at your destination. Cloning Service The Clone Vat Bay mentioned in the Rorqual's Traits allows you to store up to 10 Jump Clones Installed by other players. Only Titan Class ships and the Rorqual can use this kind of Module. For Titans, the bay's capacity is significantly higher, but you don't usually invade belts with numbers similar to those in, let's say BR5RB. Cloning Facility Operation is required to online and use the Clone Vat Bay. This skill also increases the total number of Jump clones from the initial six by 15% each level. Decimals get rounded down to the lower integer. Being a corpse collector, I'mwilling to accept half clones for my display Liquid Ozone is required to activate the Clone Vat Bay, one unit for each cycle. Clone Vat Bay I also reduces ship velocity to zero and blocks the jump drive. But you still can dock in case you want to – or rather have to due to the arrival of hostiles. With the Clone Vat Bay I in a high slot and at least one unit of LO in your Cargo Hold or Fuel Bay you can activate the module once you're undocked. You won't be able to move but as long as you stay within docking range of a station, you will be able to dock immediately. Just make sure to stop the Rorqual after undock and return to a distance of less than 400m should it be a kickout station. Other players have to be members of the same fleet as you and be present next to the Rorqual. Again, a right click on the Capacitor offers the menu option to Configure Clone Facility. Thise entry opens the window shown in the screenshot. Click the Invite button at the bottom of the Ship Config window and choose a pilot from the list of available options. This pilot will receive the question dialog shown. The CONCORD fee of 100,000 ISK is obligatory, and required for all Jump clone installations. Once the pilot accepted the invitation his name and portrait will appear in the Clone Facility's list of Jump Clones. That player will find a new entry in his list of Jump Clones available from the character window. Given that your Rorqual is in space with active Clone Vat Bay, he can Jump to this clone. Like with other clone jumps, he has to be docked in a station, leave his ship and pause is skill training. The Jump into a clone which is stored in a Vat Bay gets removed from there once the pilot jump into this clone. It's not possible to jump to other Clones from the Rorqual. Pilots have to install new Jump Clones each time, if they wish to store one within the Vat Bay. The Pilot will probably also require to find a ship to board. How fortunate, that the Rorqual provides Ship Maintenance bay that can hold several ships, even though they are limited to be only Mining Frigates, Mining Barges, Exhumer or Industrials. Additional Information Minerals in Ores · Ice Products in Ice Tables with resource quantities contained within Ores and Ice, maintained by Ing Harm. Ice & Ore Yield maximum of ORE Schips Another overview by Ing Harm which shows the maximum yield you can achieve with these ships. Solo and with Orca/Rorqual Boost. Details on skills and items which have influence are given. Cerlestes · Fuzzwork for current ISK/m³ of Ore and Ice Roid Grid Availability of Ore types with respect on Empire Space and System Security. EVE Praisal · DRK Price Check Website Tools to find market prices for tables copied from within the client. Bloodtear Industry Index Report Guide with many detailed information on and strategies for Ore Sites available in Infrastructure Upgrade enhanced null sec systems. NPC Stations, Reprocessing Base Yield and Station Take All NPC Stations of EVE and their location. Also the NPC Corporations that own them and information on Reprocessing Yield, Station take as well as availability of production lines and laboratories. Credits While I published this guide myself, a lot of help was supplied by several members of the EVE Community! Some supported me actively and several others host web sites which helped me a lot during my research. I want to express my thanks to … You the EVE Community! Without you, this game would'nt be the way it is. Who would manufacture and destroy all the ships traveling through New Eden if not you? Who would gather the resources? And without you, my web site and this guide would be irrelevant as no one would need the information gathered here! Donaldo Duck For Editing, Hints and the Pilotenhandbuch Ing Harm Filitia For all the tables he created, like Draconigea For continuos help since I started Mining Yields and tons of additional For help with Fittings and answers playing EVE myself and for many tips and ideas on EVE under the to specific questions. useful Statements. hood. Helpers unaware Halada Chruker For his Web site, a great source Barkkor not only for all attributes of each For the site Skilltracker, he created item published (and not) in EVE. together with Mikokoel. Mikokoel Also for the creation of the Skilltracker web site. CCP for EVE Online Without all of you, nothing of this would be real^^ Carola Kessler Du bleibst in Erinnerung! Halada For his Mining Guide, which helped me a great deal when I started to play EVE. Back in 2010. Attachments Ship/Fleet Efficiency Schip/s Yield/min Ore Bay Ore Cycles until full Ore Cycle in s Ore Yield Warps/h Ore m³/h Ice Cycles until full Ice Cycle in s Ice Yield Travel Ice Align Time Blockes/h in s in s One Account Hulk 1.896,20 8.500 2,2 122,4 100,00% 13,38 68.087 2 88,27 100,00% 76 12,91 54 Covetor 1.611,77 7.000 1,81 144 85,00% 13,82 53.656 2 103,84 85,01% 67 12,91 58 Mackinaw 1.445,95 35.000 9,96 145,8 76,26% 2,48 80.424 17 76,54 76,88% 87 12,33 53 Retriever 1.301,35 27.500 7,83 162 68,63% 2,84 71.060 13 85,05 69,19% 77 12,33 57 Skiff 1.445,95 15.000 4,27 145,8 76,26% 5,78 72.818 15 38,27 76,88% 80 9,36 50 Procurer 1.193,90 12.000 3,72 162 62,96% 5,97 58.805 12 46,73 62,96% 65 9,36 54 Prospect 895,43 10.000 3,72 180 47,22% 5,37 49.556 – – – – 3,93 26 Venture 657,19 5.000 2,54 180 34,66% 7,89 34.075 – – – – 4,04 31 Two Accounts Hulk + Orca 3.223,10 119.463 26,86 82,81 169,98% 1,62 186.584 39 59,72 147,81% 176 33,69 95 4.257,42 17.000 1,96 122,4 224,52% 15,03 136.029 2 88,27 200,00% 153 11,62 56 Covetor + Orca 2.739,63 119.463 26,85 97,43 144,48% 1,38 159.463 39 70,26 125,63% 149 33,69 95 2 Covetors 3.618,81 14.000 1,61 144 190,85% 15,51 104.879 2 103,94 169,85% 134 11,62 60 2.457,78 119.463 29,57 98,64 129,62% 1,23 143.511 59 51,79 113,63% 137 33,69 95 3.246,50 70.000 8,87 145,8 171,21% 2,78 179.131 17 76,54 153,77% 174 11,1 52 Retriever + Orca 2.212,00 119.463 29,57 109,6 116,65% 1,11 129.516 59 57,54 102,27% 123 33,69 95 2 Retriever 2.921,84 55.000 6,97 162 154,09% 3,19 157.925 13 85,05 138,38% 154 11,1 56 Skiff + Orca 2.457,78 119.463 29,57 98,64 129,62% 1,23 143.511 119 25,89 113,65% 138 33,69 95 3,8 145,8 171,21% 6,49 160.360 15 38,27 153,77% 161 8,42 49 2 Hulks Mackinaw + Orca 2 Mackis 2 Skiff 3.246,50 30.000 Procurer + Orca 2.029,36 119.463 32,23 109,6 107,02% 1,02 119.065 119 31,62 93,05% 122 33,69 95 2 Procurer 2.680,59 3,32 162 141,37% 6,7 129.099 12 46,73 125,93% 130 8,42 53 24.000 Three Accounts 2 Hulks + Orca 6.446,20 119.463 13,43 82,81 339,95% 3,24 379.004 19 59,72 295,61% 345 33,69 95 6.438,05 25.500 1,94 122,4 339,52% 15,15 204.234 2 88,27 300,00% 252 11,62 56 2 Mackis + Orca 4.915,56 119.463 14,78 98,64 259,23% 2,47 290.417 29 51,79 227,25% 269 33,69 95 3 Mackis 4.909,34 105.000 8,8 145,8 258,90% 2,81 270.688 17 76,54 230,65% 267 11,1 52 3 Hulks Notes All Skills at level 5. Fitting: Maximum yield, without drones; Ice Harvesting Rig for those numbers. Orca fitted for tank. Mining Implants: Michi's and MX-1005 Hardwiring (replaced by Mining Foreman Mindlink for one pilot in setups without Orca), Ice Hardwiring IH-1005 for Ice Harvesting values. Travel time is the sum of warp alignment (starting at 0m/s) and the time spent for warping to a station 30 AU away. This time needs to be multiplied by two each time, except for the first warp from station to belt. The numbers are highly theoretical and your actual results may and will be different, also due to differences in rounding. I wish to express my gratitude and thanks to Ing Harm, who did the calculations and created the comparison table! He is currently in the process of updating the numbers, which will also take the time to unload the ore/ice on station. Reprocessing The percentages are calculated including a 4 % reprocessing implant Zainou 'Beancounter' Reprocessing RX-804! I also provide a Google Sheet where you can modify base yield, skills and implant yourself. Reprocessing 0 4 5 5 5 5 5 1 1 2 3 4 5 58,24% 59,40% 60,99% 62,19% 63,38% 64,58% 65,78% [X] Processing 1 59,40% 60,59% 62,21% 63,43% 64,65% 65,87% 67,09% [X] Processing 2 60,57% 61,78% 63,43% 64,68% 65,92% 67,16% 68,41% [X] Processing 3 61,73% 62,96% 64,65% 65,92% 67,19% 68,45% 69,72% [X] Processing 4 62,89% 64,15% 65,87% 67,16% 68,45% 69,75% 71,04% [X] Processing 5 64,06% 65,34% 67,09% 68,41% 69,72% 71,04% 72,35% 4 4 5 5 5 5 5 1 1 2 3 4 5 69,89% 71,29% 73,20% 74,63% 76,07% 77,50% 78,94% [X] Processing 1 71,29% 72,71% 74,66% 76,12% 77,59% 79,05% 80,52% [X] Processing 2 72,68% 74,14% 76,12% 77,62% 79,11% 80,60% 82,09% [X] Processing 3 74,08% 75,56% 77,59% 79,11% 80,63% 82,15% 83,67% [X] Processing 4 75,48% 76,99% 79,05% 80,60% 82,15% 83,70% 85,25% [X] Processing 5 76,88% 78,41% 80,52% 82,09% 83,67% 85,25% 86,83% 4 4 5 5 5 5 5 1 1 2 3 4 5 Reprocessing 52,00% 53,56% 0 1 Reprocessing 62,40% 64,27% 0 55,12% 2 1 56,68% Outposts 66,14% 2 68,02% 3 Outposts 66,39% 67,72% 69,53% 70,89% 72,26% 73,62% 74,98% [X] Processing 1 67,72% 69,07% 70,92% 72,31% 73,70% 75,09% 76,48% [X] Processing 2 69,04% 70,43% 72,31% 73,73% 75,15% 76,57% 77,98% [X] Processing 3 70,37% 71,78% 73,70% 75,15% 76,59% 78,04% 79,48% [X] Processing 4 71,70% 73,13% 75,09% 76,57% 78,04% 79,51% 80,98% [X] Processing 5 73,03% 74,49% 76,48% 77,98% 79,48% 80,98% 82,48% 4 4 5 5 5 5 5 1 1 2 3 4 5 62,89% 64,15% 65,87% 67,16% 68,45% 69,75% 71,04% [X] Processing 1 64,15% 65,44% 67,19% 68,51% 69,82% 71,14% 72,46% [X] Processing 2 65,41% 66,72% 68,51% 69,85% 71,19% 72,54% 73,88% [X] Processing 3 66,67% 68,00% 69,82% 71,19% 72,56% 73,93% 75,30% [X] Processing 4 67,93% 69,29% 71,14% 72,54% 73,93% 75,33% 76,72% [X] Processing 5 69,18% 70,57% 72,46% 73,88% 75,30% 76,72% 78,14% Reprocessing Reprocessing Efficiency [X] Processing 0 59,28% 4 3 57 % · Reprocessing Efficiency [X] Processing 0 3 Outposts 60 % · Reprocessing Efficiency [X] Processing 0 2 50 % · NPC · Reprocessing Efficiency [X] Processing 0 1 0 61,05% 1 54 % · 56,16% 62,83% 2 64,61% 3 Outposts · Intensive Array 57,84% 59,53% 61,21% Reprocessing 0 4 5 5 5 5 5 1 1 2 3 4 5 61,73% 62,96% 64,65% 65,92% 67,19% 68,45% 69,72% [X] Processing 1 62,96% 64,22% 65,94% 67,24% 68,53% 69,82% 71,12% [X] Processing 2 64,20% 65,48% 67,24% 68,56% 69,87% 71,19% 72,51% [X] Processing 3 65,43% 66,74% 68,53% 69,87% 71,22% 72,56% 73,91% [X] Processing 4 66,67% 68,00% 69,82% 71,19% 72,56% 73,93% 75,30% [X] Processing 5 67,90% 69,26% 71,12% 72,51% 73,91% 75,30% 76,69% Reprocessing 2 53 % · Reprocessing Efficiency [X] Processing 0 1 55,12% 0 56,77% 52 % · [X] Processing 0 54,08% 4 Outposts 58,42% 1 Reprocessing Efficiency 3 60,08% 2 3 4 Outposts · Standard Array 5 5 5 1 1 2 3 4 5 [X] Processing 1 61,78% 63,01% 64,70% 65,97% 67,24% 68,51% 69,77% [X] Processing 2 62,99% 64,25% 65,97% 67,26% 68,56% 69,85% 71,14% [X] Processing 3 64,20% 65,48% 67,24% 68,56% 69,87% 71,19% 72,51% [X] Processing 4 65,41% 66,72% 68,51% 69,85% 71,19% 72,54% 73,88% [X] Processing 5 66,62% 67,95% 69,77% 71,14% 72,51% 73,88% 75,25% 4 5 5 5 5 5 1 1 2 3 4 5 52,42% 53,46% 54,90% 55,97% 57,05% 58,13% 59,20% [X] Processing 1 53,46% 54,53% 55,99% 57,09% 58,19% 59,29% 60,39% [X] Processing 2 54,51% 55,60% 57,09% 58,21% 59,33% 60,45% 61,57% [X] Processing 3 55,56% 56,67% 58,19% 59,33% 60,47% 61,61% 62,75% [X] Processing 4 56,61% 57,74% 59,29% 60,45% 61,61% 62,78% 63,94% [X] Processing 5 57,66% 58,81% 60,39% 61,57% 62,75% 63,94% 65,12% Reprocessing Efficiency [X] Processing 0 1 2 58,94% 5 61,78% 63,43% 64,68% 65,92% 67,16% 68,41% 0 57,32% 5 60,57% Reprocessing 55,70% 4 3 4 45 % · NPC Stationen 46,80% 48,20% 49,61% 51,01% Ore Compression Erz Variant Block Volume Raw Ore Volume Ore Compression Mineral Volume Mineral Compression 75,25 % Mineral Yield Compression Compressed Veldspar 0,15 10 66,67 4,15 27,67 3,12 20,8 Compressed Concentrated Veldspar 0,15 10 66,67 4,36 29,07 3,28 21,87 Compressed Dense Veldspar 0,15 10 66,67 4,57 30,47 3,44 22,93 Compressed Scordite 0,19 15 78,95 5,19 27,32 3,91 20,58 Compressed Condensed Scordite 0,19 15 78,95 5,45 28,68 4,1 21,58 Compressed Massive Scordite 0,19 15 78,95 5,7 30 4,29 22,58 Compressed Pyroxeres 0,16 30 187,5 4,31 26,94 3,24 20,25 Compressed Solid Pyroxeres 0,16 30 187,5 4,52 28,25 3,4 21,25 Compressed Viscous Pyroxeres 0,16 30 187,5 4,72 29,5 3,55 22,19 Compressed Plagioclase 0,15 35 233,33 4,27 28,47 3,21 21,4 Compressed Azure Plagioclase 0,15 35 233,33 4,48 29,87 3,37 22,47 Compressed Rich Plagioclase 0,15 35 233,33 4,68 31,2 3,52 23,47 Compressed Omber 0,07 60 857,14 2,04 29,14 1,54 22 Compressed Silvery Omber 0,07 60 857,14 2,14 30,57 1,61 23 Compressed Golden Omber 0,07 60 857,14 2,26 32,29 1,7 24,29 Compressed Kernite 0,19 120 631,58 5,35 28,16 4,03 21,21 Compressed Luminous Kernite 0,19 120 631,58 5,61 29,53 4,22 22,21 Compressed Fiery Kernite 0,19 120 631,58 5,88 30,95 4,42 23,26 Compressed Jaspet 0,15 200 1333,33 4,33 28,87 3,26 21,73 Compressed Pure Jaspet 0,15 200 1333,33 4,55 30,33 3,42 22,8 Compressed Pristine Jaspet 0,15 200 1333,33 4,77 31,8 3,59 23,93 Compressed Hedbergite 0,47 300 638,3 13,19 28,06 9,93 21,13 Compressed Vitric Hedbergite 0,47 300 638,3 13,85 29,47 10,42 22,17 Compressed Glazed Hedbergite 0,47 300 638,3 14,51 30,87 10,92 23,23 Compressed Hemorphite 0,86 300 348,84 24,35 28,31 18,32 21,3 Compressed Vivid Hemorphite 0,86 300 348,84 25,57 29,73 19,24 22,37 Compressed Radiant Hemorphite 0,86 300 348,84 26,79 31,15 20,16 23,44 Compressed Gneiss 1,8 500 277,78 49 27,22 36,87 20,48 Compressed Iridescent Gneiss 1,8 500 277,78 51,45 28,58 38,72 21,51 Compressed Prismatic Gneiss 1,8 500 277,78 53,9 29,94 40,56 22,53 Compressed Dark Ochre 4,2 800 190,48 117,2 27,9 88,2 21 Compressed Onyx Ochre 4,2 800 190,48 123,06 29,3 92,61 22,05 Compressed Obsidian Ochre 4,2 800 190,48 128,92 30,7 97,01 23,1 Compressed Arkonor 8,8 1.600 181,82 248,2 28,2 186,78 21,23 Compressed Crimson Arkonor 8,8 1.600 181,82 260,61 29,61 196,11 22,29 Compressed Prime Arkonor 8,8 1.600 181,82 273,02 31,03 205,45 23,35 Compressed Bistot 4,4 1.600 363,64 125,5 28,52 94,44 21,46 Compressed Triclinic Bistot 4,4 1.600 363,64 131,78 29,95 99,17 22,54 Compressed Monoclinic Bistot 4,4 1.600 363,64 138,05 31,38 103,89 23,61 Compressed Crokite 7,81 1.600 204,87 218,95 28,03 164,76 21,1 Compressed Sharp Crokite 7,81 1.600 204,87 229,9 29,44 173 22,15 Compressed Crystalline Crokite 7,81 1.600 204,87 240,85 30,84 181,24 23,21 Compressed Spodumain 28 1.600 57,14 706 25,21 531,28 18,97 Compressed Bright Spodumain 28 1.600 57,14 741,31 26,48 557,85 19,92 Compressed Gleaming Spodumain 28 1.600 57,14 776,6 27,74 584,41 20,87 Compressed Mercoxit 0,1 4.000 40000 3 30 2,26 22,6 Compressed Magma Mercoxit 0,1 4.000 40000 3,15 31,5 2,37 23,7 Compressed Vitreous Mercoxit 0,1 4.000 40000 3,3 33 2,48 24,8 Ice Compression Ice Variant Block BlockVolume RawIce IceVolume IceCompress IceProductsVolume ProductCompress Compressed Blue Ice 100 1.000 10 86 0,86 Compressed Thick Blue Ice 100 1.000 10 114,9 1,149 Compressed Clear Icicle 100 1.000 10 86 0,86 Compressed Enriched Clear Icicle 100 1.000 10 114,9 1,149 Compressed Glacial Mass 100 1.000 10 86 0,86 Compressed Smooth Glacial Mass 100 1.000 10 114,9 1,149 Compressed White Glaze 100 1.000 10 86 0,86 Compressed Pristine White Glaze 100 1.000 10 114,9 1,149 Compressed Dark Glitter 100 1.000 10 1.035,8 10,358 Compressed Gelidus 100 1.000 10 726,4 7,264 Compressed Glare Crust 100 1.000 10 933,8 9,338 Compressed Krystallos 100 1.000 10 864,6 8,646 Footnotes 1 : (T1) Modules also provide minerals when reprocessed. But their quantities gained decreased with module and especially reprocessing changes in the past. 2 : CCP repeatedly used that phrase to refer to mining. 3 : Since the end of 2014, EVE Central fetches the market data directly from Tranquility by using CREST. As a result the prices are very curreent. But there may be some delay between EVE-Central updates and Cerlestes getting mineral prices from there. Cerlestes provides the time when prices got updated at the bottom of hise page/s. 4 : Checking NPC station take percentages by Corporations where your standing is below zero confirmed that the formula is different in this case. If your standing is < 0, the multiplier changes from 0.75 to 7.5! One would have to be weird to accept a reprocessing offer with such tax amounts … Change log : If you find any errors in this guide, please send me an EVE Mail. 3.0.2 Changes to the skill set of new born characters since Vanguard mentioned where applicable 3.0.1 Updated the → Ore table with mineral quantities that changed with the Aegis Update 3.0.0 First completed english language edition. 2.4.9β First steps towards an english version. External links Clicking links on paper is difficult. Here you'll find several of the pages I link to within this guide: URL Beschreibung http://imgload.thor-alliance.de/ore_2015.png http://imgload.thor-alliance.de/ice_ody.png http://imgload.thor-alliance.de/yield_2014.htm http://imgload.thor-alliance.de/ice-sys.htm http://www.schildwall.info/basics/roids.html http://evemaps.dotlan.net/map http://ore.cerlestes.de/ https://www.fuzzwork.co.uk/ore/ https://en.wikipedia.org/wiki/Opportunity_cost http://go-dl.eve-files.com/media/1205/Bloodtear_Industy_Index_Report_v3.pdf https://forums.eveonline.com/default.aspx?g=posts&m=3462625 http://www.schildwall.info/redir/Mining-Yield-Kronos http://www.schildwall.info/redir/Ice-Yield-Kronos http://www.schildwall.info/redir/Yield-Vergleich-Kronos http://www.schildwall.info/basics/npc_stations.html http://www.schildwall.info/redir/Reprocessing-Crius http://www.evepraisal.com/ http://industry.darkshadowindustries.com/pricecheck https://www.fuzzwork.co.uk/compression/ http://www.schildwall.info/redir/Ore_pressen_oder_reprocessen/NICHT-IGB http://games.chruker.dk/eve_online/default.php http://evemon.battleclinic.com/ http://www.eve-skilltracker.com/ https://forums.eveonline.com/default.aspx?g=posts&t=24359 https://github.com/DarkFenX/Pyfa/releases http://web.ccpgamescdn.com/communityassets/pdf/EVE-Online-New-Pilot-FAQ.pdf http://evewho.com/ http://www.minerbumping.com/ https://wiki.eveonline.com/en/wiki/The_Veldnaught https://www.youtube.com/watch?v=OSxSyv4LC1c http://www.eveonline.com/ http://www.ccpgames.com/ Ore and Mineral Overview Ice and Ice Products Overview Mining and Ice Harvesting yield, solo and with boost High sec systems with Ice Sites Overview of Ore type availability in empire belts Dotlan, EVE-Maps Ore and Ice market values Ore market values Opportunity Cost Industry Index Level Mining Strategies Announcment of Industry Index Site changes Google sheet to check Mining yield Google sheet to check Ice Harvesting yield Comparison of Mining/Ice Harvesting Yields NPC Station details, including reprocessing yield Reprocessing yield with respect to base yield and skills Get market values of items and quantities pasted Get market values of items and quantities pasted Compression Calculator Price comparison of compressed and reprocessed Ore All attributes/effects of EVE items and even more EVEMon Web Site EVE-Skilltracker EVE Fitting Tool Forum thread PyFa Fitting Tool Web Site CCP's New Pilot FAQ EVEWho Website, Infos über Charaktere usw. CODE. Alliance Propaganda Web Site Chribba's Veldnaught YouTube "I was there" Trailer EVE Online Web Site CCP Games Web Site