Actually if mining is boring or not is not a concern for me cause I won't ever mine, I'm pvp for teh life guy smile . My goal is to try and come up with ideas that can give Beta more purpose and activity.

>>> AFK mining is limited by your cargo...
Actually it's not a problem too smile . You can easily automate moving the resource from cargo to container via simple Autohotkey script or similar soft. It's not interfering with game, simply moves your mouse. Number of cycles per tile can be balanced between bots\pos and alpha\beta accordingly to prevent anything gamebreaking.

>>> You still need to be logged in and mining with a bot which is fine. Not logged out  and gathering resources,that's what Arga is saying.
And what I'm trying to say is that resource gathering with POS without being logged in brings no real harm and the benefits of it (see below) are numerous.

>>> Only condition would be make it not usable on Alpha. Only on Beta, where its open PVP.
That's the main point of the idea. No POS on Alpha means no easy automated resource gathering. More benefits of going and trying to operate on Beta and protect your holdings there.

>>> Roaming would have a tactical purpose again rather then "lets go roam and hope someone's dumb enough", people would have a reason to undock & protect their stuff. As it is now, its just useless.
+++++++++++++++++++++++

>>> its a POS that just generates NIC while you sleep
I can do that with bot right now. Just leave it at good mining spot and go watch TV, SLEEP, do anything I want. I have no need to actually PLAY the game. It's already automated.

The best implementation of such gathering system was in the release of Star Wars Galaxies. It was neatly balanced and gatherers were doing just fine as well as crafters. No "devaluation" and economy was working fine. My point is that this whole thing can be optimized much better and make Beta more lively and interesting place to be.

CTRL+A to select all items in certain window? Or a bindable hotkey. It's really annoying to select all via shift+click especially when there are very many items.

>>> Mining/harvesting is a profession in the game. Having devices that perform that function without needing a player present highly devalues that profession.

Not true.

- People are already leaving their bots AFK for night\lunchbreak etc to mine on Alpha so it's already "semi automatic".
- You can make it so that your extensions that affect gathering efficiency apply to POS in a way they work with bot. Better miner will always mine better with POS. Don't have extensions? Can't place\operate POS.
- No POS on Alpha. Attackable POS on Beta. Means it won't be that simple to mine with POS as well.

It's not that game breaking if properly balanced...
\\\\\\ Just killed afk mining Argano while writing this topic LOL %)))
So as I was saying if mining abilities of POS can be properly balanced with extensions and bots imo it should be all fine. It's not a question of yes or no but of balancing the numbers.

So many structures and not a single one for gathering, wtf seriously smile ?

Automatic mine.

S: You place it, it mines %) , needs some fuel, yields more than mining bot, stores gathered in itself, can be placed only on Beta, can be destroyed by bots.

L: Explained the idea in "making beta more lively" topic. Such things should be implemented as a whole new system of territorial warfare with Outpost changes and other things.

MOAR DEPTH FOR BETA

More features on B with gains that need active defense lead to more activity there. As I stated earlier I didn't really like whole Intrusion 2.0 system. Imo it's trying to create unnecessary complexity where things can be simpler and polish more game aspects. How to do it better?

- POS for resource gathering which can be placed only on B.
- POS yield is MUCH better than of a single player using a bot (nerf amount gathered by bot or simply make POS gather more is a different balance issue which I don't really want to discuss, too early for that).
- POS can be attacked and destroyed at will by other players (HP, balancing, etc again not here\now).
- POS placed on certain distance from Outpost can be protected by invulnerability shield automatically if it's HPs are down to certain %.
- POS inv shield will drop after certain amount of time (24 hours? etc etc) and by that time it's owners must be ready to protect it.
- Another inv shield is only available after POS is fully repaired.
- Any POS owner corp with positive standings from Outpost owner can receive inv shield protection.
- It is possible to charge money for such protection %) .

This way in conjunction with making A to B transportation more difficult will provide B residents advantages of much more effective resource gathering while making 'em to fight for control of those juicy spots. It's vital to combine those things because if A to B transition easiness isn't solved players can struggle for B territory control while still having main bases aka gathering points at A. Also this system will raise Outpost significance as you can't protect your POSes without those. You aren't forced to join Outpost owner corp to have your personal POS protected but you will have to make agreements for protection. You can still risk placing POS without protection but that's a question of balance again, price of POS, resource etcetc.

Such system can be balanced pretty good every minor issue can be solved and polished but it has 1 real downside: server is one, timezones are many. USA vs Europe vs Asia and things with intentional attacks at other time zones are s**t. It can be solved by having different servers for those 3 zones. It can be solved by creating multitimezone alliances. Both have their pros and cons. Look for EVE-O to explore downsides of 2nd way. Imo 1st one is better but it needs much bigger player base and leaving the idea of "one server to rule them all" (much moar expenses and technical issues as well, but those are not my problem tongue ). Just wanted to mention it here, not that I want to go deep in arguing bout it.


P.S.: I'm sorry if my ideas aren't new or were told here earlier... still repeating good things may lead to their eventual realization smile .
P.P.S.: I'm very well aware that they are pretty much raw as I'm still newbie in Perp but I hope to convey the main ideas so something similar but better polished can be implemented.

"Insta cash\loot transporter" thing won't solve the stated problems imo. A to B access still remains too easy and people can easily live on A while occasionally going to B for ratting which will become a lot less risky. Also noninsta transportation of valuable cargo on yourself with risk of being killed is one of core aspects which musn't be changed.

Not sure about "making more islands". Current player base is really small so adding more territories leads to more areas void of player activity which is against the main idea of the topic. Such changes should be made very carefully by DEVs based on current server population and average online. Look at Domhalarn for example. When I wanted to sell some plasma on B for better price I was told to go there because... well noone's there so risk of getting killed is much lower. If there are still big empty areas I'm not sure if it's wise to simply add more.

On the other hand if you create maybe 1-2 new islands but really BIG ones or merge current ones into 2-3 but twice or thrice as big that's a different thing. More land and less ports mean more traveling time and risks to take. Journey from the farthest reaches of those BIG islands to A port will mean something and won't be that easy and common. To make it worth your while to take those risks better resources must be available to those who live on those far ends. You can live near port and earn less for less risk, you can live far away have risks and potential of greater profit.

Had no such problem with latest Profit 1.1.0.89 x64. New xmls were created without any problems, new fittings too. Also xmls from earlier version were working just fine.

Yay for window settings saving %) .

Playing only for 2+ weeks but already noticed the emptiness of Beta as a whole. Have few thoughts about this...

- Players don't have real stimulus to actually LIVE on Beta.
- Why would you actually want LIVE on Beta when it's 10-15mins away from safe Alpha?
- Beta is too easily accessible in and out.

I'm veteran 0.0 EVE-O player so it's pretty easy to compare. When you had to make like 30-40 jumps (1-2 hours depending on situation) from 0.0 to reach safe markets in empire (before caps, bridges, etc) it really made you LIVE in 0.0. You mine there, you hunt npcs there, you run around there... you weren't able to go to safe space quickly and easily get back. You went to empire only when you needed to sell bunch of stuff and access markets and those were special rare events.

Intrusion 2.0 system looks like it's aimed at this problem but imo it's too complex and won't be able to solve it. There is a need for simpler solution.

- For example make ports connecting Beta and Alpha work only for 1 hour every 4 hours.
- Make only 3 transits between Alpha and Beta so 3 other Betas would be connected only to other Betas.

This way people will be forced to choose where to stay most of the time without easy Alpha-Beta transitions. In open transit windows ports will be camped so those wanting to leave Beta and Alpha will have to think about scouting, bringing friends to escort them etc etc. Ownership of Alpha access Betas will be more important and will inspire more active fighting for their control. Overall activity in transit regions will provide more fights and fun. People will have to stay in Beta if they want it's riches and defend their holdings.