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Asteroid belts can be found in most systems either on the overview window or by right clicking and using the Asteroid Belt section([http://www.ombeve.co.uk/ Ombey's 2D Maps] contains information on the number of asteroid belts in a system). Each asteroid belt has several properties: what asteroids compose the asteroid belt, what asteroids are present and the overall quantity and quality of the asteroids. In empire space there are six asteroids: Veldspar, Scordite, Pyroxeres, Plagioclase, Omber and Kernite. However only a subset of these six asteroids can be found any system depending on which faction controls the region. Low-sec and 0.0 space each have their own respective set of asteroids (which is compounded, so low-sec space contains all the empire space asteroids and 0.0 space contains both empire and low-sec asteroids). A complete list can be found at [http://www.fluidorbit.co.uk/ ToxicFire's ORE Map]. Keep in mind that asteroids only spawn after downtime so there will be belts that are devoid of a certain asteroid (or any asteroid in some cases) because other miners have already mined it out. | Asteroid belts can be found in most systems either on the overview window or by right clicking and using the Asteroid Belt section([http://www.ombeve.co.uk/ Ombey's 2D Maps] contains information on the number of asteroid belts in a system). Each asteroid belt has several properties: what asteroids compose the asteroid belt, what asteroids are present and the overall quantity and quality of the asteroids. In empire space there are six asteroids: Veldspar, Scordite, Pyroxeres, Plagioclase, Omber and Kernite. However only a subset of these six asteroids can be found any system depending on which faction controls the region. Low-sec and 0.0 space each have their own respective set of asteroids (which is compounded, so low-sec space contains all the empire space asteroids and 0.0 space contains both empire and low-sec asteroids). A complete list can be found at [http://www.fluidorbit.co.uk/ ToxicFire's ORE Map]. Keep in mind that asteroids only spawn after downtime so there will be belts that are devoid of a certain asteroid (or any asteroid in some cases) because other miners have already mined it out. | ||
Missions also often yield significant asteroid belts. Keep an eye out for those, and you may reap in more ore than a couple of belts combined. | Another important factor is the size of the asteroids in a belt: smaller asteroids will require more laser management and cause more wasted laser cycles. Using a survey scanner to scout belts is highly recommended; the difference between a belt freshly respawned after downtime and one that hasn't been touched in a few days is very noticable. Missions also often yield significant asteroid belts. Keep an eye out for those, and you may reap in more ore than a couple of belts combined. | ||
Hint: Set your overview to "default mining" (click the triangle next to overview -> load -> mining) to see asteroids other than veldspar. | Hint: Set your overview to "default mining" (click the triangle next to overview -> load -> mining) to see asteroids other than veldspar. | ||
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| '''Capital Industrial''' || Rorqual || Capital ship, Bonuses towards gang link modules, can compress ore in cargohold vastly increasing capacity | | '''Capital Industrial''' || Rorqual || Capital ship, Bonuses towards gang link modules, can compress ore in cargohold vastly increasing capacity | ||
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===Skills=== | |||
Basic Skills: | |||
* {{sk|Industry|Mining}}: 5% extra yield per level. | |||
* {{sk|Science|Astrogeology}}: 5% extra yield per level. | |||
Specialty Mining Skills: | |||
* {{sk|Industry|Ice Harvesting}}: Required for [[Ice Mining]]. | |||
* {{sk|Industry|Gas Cloud Harvesting}}: Required for [[Gas Cloud Mining]]. | |||
Fitting Skills: | |||
* {{sk|Electronics|Electronics}}: Increases CPU available, a common bottleneck for fitting lasers and upgrades. | |||
* {{sk|Electronics|Electronics Upgrades}}: Required for fitting and using co-processors. | |||
* {{sk|Electronics|Mining Upgrades}}: Required for fitting and using Mining Upgrades; reduces their CPU penalty. | |||
* {{sk|Mechanic|Hull Upgrades}}: Required for fitting and using Expanded Cargoholds. | |||
* {{sk|Mechanic|Astronautics Rigging}}: Required for ''fitting'' Cargohold Optimization rigs. | |||
Tank Skills: | |||
* {{sk|Engineering|Engineering}}: Increases available powergrid, a common bottleneck for tank modules. | |||
* {{sk|Engineering|Shield Operation}}, {{sk|Engineering|Shield Upgrades}},{{sk|Engineering|Shield Management}} | |||
Drone Skills: | |||
* {{sk|Drones|Drones}}: Increases number of available drones. | |||
* {{sk|Drones|Drone Interfacing}}: Increases mining drone yield by 20% per level. | |||
* {{sk|Drones|Mining Drone Operation}}: Increases mining drone yield by 5% per level. | |||
Leadership skills: | |||
* {{sk|Leadership|Leadership}}/{{sk|Leadership|Wing Command}}/{{sk|Leadership|Fleet Command}}: Increases the number of people you can give mining bonuses to. | |||
* {{sk|Leadership|Mining Foreman}}: Increases the mining yield of your boosted fleet members by 2% per level. | |||
* {{sk|Leadership|Mining Director}}: Increases the effectiveness of Mining Foreman link modules (ie, Orca boosts) by 100% per level. | |||
* {{sk|Leadership|Warfare Link Specialist}}: Increases the effectiveness of Mining Foreman link modules by 20% per level. Level 5 grants the use of Command Processors, which allow more ships to fit more than one Warfare Link. | |||
Spaceship Command Skills: | |||
* '''Racial Frigate, Racial Cruiser''': Racial Mining Ships | |||
* {{sk|Spaceship Command|Mining Barge}}: Procurer, Retriever, Covetor | |||
* {{sk|Spaceship Command|Exhumer}}: Skiff, Mackinaw, Hulk | |||
* {{sk|Spaceship Command|Industrial Command Ships}}: [[Orca Guide|Orca]] | |||
* {{sk|Spaceship Command|Capital Industrial Ships}}: Rorqual | |||
== Solo Mining == | == Solo Mining == | ||