What if mining was designed by me?

I have 5 main issues with the current mining role.

1. It makes no sense for privateers to mine bulk common materials that are effectively infinitely available and would be supplied by massive corporations (due to the massive quantity industry would need).
2. It has too much dead time between activity.
3. The vast majority of things you could mine for are completely pointless to mine because they're not worth any credits (and credits are all they're good for)
4. There are too many separate things you need to equip just to mine.
5. There is no real variation in the activity being done (if you're laser mining, you laser mine the same way each time. if you're deep core mining, it is the same thing each time.. etc)


Proposals..

issue 1, we get rid of all common ores and commodities. Instead, everything players interact with commodity wise are rare or hazardous items. Things that dont have the demand necessary to gain the investment from mega corps. The commodity board gets re-done with new items. Now some common manufactured things may still remain, as perhaps certain stations need immediate deliveries and so they would function as courier type items. But for raw ores and such, common is out. This builds into #2 and #3.

Issue 3 is sort of solved by resolving issue 1, all items you have the opportunity to mine for are now valuable, but in different ways instead of just converting to credits. Each station has a specialty for production (well, the non-tourist or vacation type ones) and there will be certain items that need specialty raw material. this production will be tied directly to player contribution of items by way of affecting the rate of production. There is a credit value that scales with how much demand like you would expect, but also the ability to steer the effective economic value of a station. These items produced are necessary items for the factions in power to stay in power. It's how they raise funds, gain backing by the people etc. This supply and demand of these particular specialty commodities directly impact the bgs by modifying the faction's max and min payouts for bounties and missions. Low production of this item in the faction's station, lowers these payouts and bounties, (though, player fines and bounties are not impacted). High production increases them, with no upper bound.

Issue 2 is resolved by the change created for 1 and 3, since you will not need to skip over available raw items in roids ...but we still want to make them somewhat uncommon, so they will be only found in hotspots and they may be core or subsurface deposits or surface deposits in addition to laser mining. Other visual queues to the sharp eyed will be helpful in avoiding wasting time prospecting roids that dont have what you want, such as the usage of the pulse scanner for all types of mining, as it will be modified to allow you to specify the specific type of raw material you are looking for. Once selected, visual queues will tell you the type of deposit and the general strength of the signal will tell you the potential yield. Prospector limpets can then be used to enhance the effectiveness of the method being used.

Issue 4 is resolved by the following:
a. consolidating limpet controllers to just the multi-purpose limpet controllers and removing the stupid limitations currently put on them and eliminating the solo controllers entirely. The new limpet controller will have 3 separate limpet programs associated (so there would still be different types of multi-purpose limpet controllers), and there would be no penalty in life span or distance or how many active limpets of a given type given that particular size controller's max active limpet limit. The issue with prospector limpets for instance would be resolved by prospector limpets immediately dying once their roid is depleted or destroyed (deep core mining) or the player requests self destruct via comms (which would be a new thing when you have a prospector selected).
b. Consolidating mining scanners. The pulse scanner will work at multiple power levels based on the scope needed. In SC orbit, to find hotspots, the pulse scanner emits a massive ping and observes the reflection based on what's in it's cone of detection. It can detect multiple types of ores in this mode at once. This must be done a few times to fully map a ring but once mapped, you effectively get what the surface scanner provides without needing to equip a surface scanner. Once in normal space, the pulse scanner works at a lower power to be more fine tuned and can detect up to 3 different ore types at one time (so the pulse output is not to busy with how to represent the different ores to the user). The normal surface scanner still exists and could still be used the way it is now. It's just not necessary if you have a pulse scanner for the purpose of detecting hot spots.
c. Consolidating mining hardpoints. Subsurface and deep core is really just a difference in depth and explosive charge. The same physical thing could deliver both. So we make that part of the mechanic combining the way both work into a new setup, selecting not just the depth the burrowing bomb/drill is using, but the charge we'll be setting. Surface ablation will be combined with laser mining, only instead of shooting the chunk, you have to fill it in with laser beam, cutting the chunk away. Missing any bits will lead to it remaining stuck to the roid and it cools down such that if you dont get it all done quickly, you have to start over. So now we have two hardpoints (different sizes of course) that we need to equip to do all manner of mining.

With these changes, you now need 5 modules to do all manner of mining, instead of like 9 to do the whole role. And doing the whole role is intentional because mining should be the whole thing...not just picking a subset of it at a time or having to sacrifice everything just to fit all this crap into one ship. Your mining ship will still be a mining ship, but now you can actually experience all mining has to offer in one outing without needing the largest of ships or having no room for anything else, like some way to defend yourself from pirates or cargo space to actually store what you're mining.

Issue 5 is resolved by adding some spice to certain kinds of raw resources you'd mine. some ideas:
a. Some raw ores could become unstable when disturbed. If you're careful and mine it correctly (efficiently) , we'll say the % chance it becomes unstable is very low. But botch the job a bit or be lazy about how you mine it, and maybe it explodes the roid and damages you along with it (or kills you).
b. Some roids that aren't targets (or maybe are, who knows), carry large electrical charges that can be disturbed if a ship gets near it with shields active, causing a bit of lightning to disrupt your ship systems temporarily (gotta pay attention to roids that dont ping back in the pulse scanner at all as statically charged roids absorb the signal)
c. The debris from other miners could temporarily pollute the space in a hot spot with hazardous dust that either confuses instruments or alters the power level of your equipment (be that the setting of the charges to your explosive burrowing drill guy or laser. Maybe it increases the effectiveness of either (though precision explosives would see this as a negative)...or maybe it reduces it...
d. certain periodic events such as when a roid is in the shadow of a planet or moon can improve mining devices as it cuts down on background noise to sensors and this improves the distance that sensors and limpets can function, while in the shadow.
e. non-pristine rings / belts can have ...leftovers present on roids that malfunctioned (old mines / explosives etc).. Pay attention to the roids to make sure that's not the case, or it could interfere with your efforts in explosive ways. These need to be destroyed directly at a safe distance with standard weapon fire if found.
f. rare relics may be exposed when exploding roids or even just during the course of exploring around them. These relics can be traded in certain systems for high grade engineering materials.
g. Each roid can be sub surface mined, abrasion mined, laser mined, and different types of roids (ice, rocky, metal rich, metallic) has an optimal order (though if it's deep core capable, deep core is always last) that this should be done in for the highest yield. Not all ore type rich roids have all the different kinds of deposit options. But each ore rich roid of a given type will have a pattern of what kind of deposits are available ...they may always have core and subsurface but maybe not surface (surface deposits or laser)... they may have all options.. or they may only have surface options. It will depend on the ore type as to how it's roids are generally found.
h. the yield of roids is not uniform. Different sized roids yield different amounts of chunks for any method of mining. Smaller roids, smaller amounts, bigger roids. bigger amounts. There will also be rare roids that can yield significantly more than a normal roid of the same size. This will depend on all of the different ore types found in the roid. An undisclosed ratio range of specific ores will make the roid much more productive. This means belts might actually be functional for mining as they generally have the largest roids. The special ratio will be different for each majority ore type. These roids have a cool down similar to exploding a roid that is shared across instances. So it is suggested that you not share their locations if you want to make use of them. They will be rare, and they will be very productive. After a cool down period, the player who first interacts with the roid in any way triggers the cooldown for every other instance immediately and they have 10 min (or if they leave the instance) from their own instance before it stops yielding anything and starts the cooldown. These are coveted rarities across the galaxy and worth the effort to keep them secret. Of course, mapping their location is up to you...since there is still no way to tag a particular roid in any in game map.
 
Erm. You're approaching this from efficiency angle. As far as I can tell, mining works as chill activity. Something you do to unwind, among other reasons. And for that it is well designed.

Removal of "useless" commodities will definitely hurt it. As it will make the world less believable. There are also missions for delivery of the other commodities.
 
Issue 3 is a greed based issue.
Unless you are doing something very wrong all mining returns a near infinite percentage profit.
But in credit terms unless the price is fixed there will always be something that pays less than the highest priced ones and is therefore not worth mining.
 
Issue 3 is a greed based issue.
Unless you are doing something very wrong all mining returns a near infinite percentage profit.
But in credit terms unless the price is fixed there will always be something that pays less than the highest priced ones and is therefore not worth mining.
With the changes to how supply and demand are handled, different stations will drastically favor particular ores. Allowing all items to be high value in different places. Direct credits though wouldn't be why there are many ores to mine. there is a secondary value with the impact on the bgs and station controlling faction payouts that become associated to the supply of those items. So you no longer have just credits that give value, but the profitability of trade and combat are impacted by the delivery of particular mined items....and which ones stations care about will vary based on type of station and other factors.

All items would thus be valuable in different ways in different places and the player has a choice on how they want to utilize that value. But the real value is in the strategic manipulation of how profitable a faction makes all their activities and how that will shape the bgs and pp behavior.
 
2. It has too much dead time between activity.
I don't really agree with this point in particular. Done properly, you are doing something skill-based pretty much 100% of the time, whether that be firing off prospectors or mining.

Other than that, I broadly agree with the tone but not the notes, if you get my vibe.
 
For #5 us exactly why I build multi-discipline miners. I don't care so much about efficiency. I just don't want to be bored out of my mind by mining and varying the types of mining helps with this. Another valid point is the limpets. The way they were designed is awkward to begin with, but I don't think they are changing them now. Just be glad that they added the multi controllers as a compromise.

As for other consolidated mining tools, I suspect the new mysterious Type-11 hardpoint might be something like that.
 

Ozric

Volunteer Moderator
2. It has too much dead time between activity.

Even after reading your proposed fix for this issue I still don't get what your problem is.

3. The vast majority of things you could mine for are completely pointless to mine because they're not worth any credits (and credits are all they're good for)

I couldn't disagree more. You don't have to min/max everything, mining is a brilliant activity to just stick some music on and chill out too.

4. There are too many separate things you need to equip just to mine.

That's why you build a mining ship... Just like you build specific ships for the other core gameplay components.

Is there a video out there that showcases the mining gameplay from various space games?

Someone has probably made one. I can only think of a few other games that have mining as part of the space ship gameplay, and none of them are first person full control like Elite. They all point and click like EvE and Starminer. And I spent 4 years as a miner/industrialist in EvE loving it :)

Elite is the most involved mining I've experienced in a game, they've managed to create an incredibly straight forwards and relaxing system where all you need to get started is a Mining Laser, a Refinery and a Collector Limpet. You can sit in a Sidewinder happily passing the time and earning yourself credits that will help advance you in all areas of the game.
You can then progress through Mining as a profession and reach the point where you're building dedicated ships full of multiple modules that allow you to tackle any type of mining opportunity you come across.

The OP seems to be thinking of Mining as an End Game activity that only makes sense at maximum efficiency, earning the most credits possible. Which in my opinion entirely misses the point of it.
 
I did some mining in the past, mainly just to see how it works. I'm not really interested in it now since it involves too much manual control but I do have two ships designed specifically for this kind of activity.

I would like to have an option to use really expensive module (for example mining bay with mining drone), that could land on asteroid AND planet, drill for minerals then get back to ship to unload cargo and no I do not mean offline mining. This is the only thing I would change.

In the past I did mining just to get materials I needed for unlocking engineers or for engineering itself like roaming on planet surface in SRV looking for rare minerals.

In case of credits efficiency that is not an issue for me, at some point having more money is pointless unless we get some really expensive stuff that would make me think of best and most efficient method to earn money again.
 
Mining is not fine but suggestions to alter mining should probably not change the top end but alter the bottom end. Plat mining is good but mining as a whole is horribly under utilised and unbalanced with most activities not being worth considering.

Actually make the refinery contact make sense. Make it somewhat viable to mine the ore required to produce the steel for colony building before the heat death of the universe.
Low value goods should be able to be mined in bulk fast. Not amazing profits but quick and reliable especially if it's going to be 2 ore to 1 refined. A perfectly average but not amazing profit if you sell the goods.

Trit should be able to be mined more reliably and faster. Maybe we could boost the rate to the point where it's not more efficient to fly in resupply half way across the galaxy from the bubble.

I wouldn't object if they implemented some form of rotating demand for the rare mined goods so that it's not static. Plat one week. LTDs next month. Utilise more of the system. It's there. Though it can also be nice to have the comforting stability.

It's not utterly horribly it's just way too much of it is so far behind it just doesn't make much sense to do and that could absolutely be tweaked without wrecking the top end activities. Raise the bar but don't throw the baby out with the bath water.
 
Part of the beauty of mining in ED is coming across that rare rock that's full of extremely high-value ores/minerals after spending the last hour or two settling for run-of-the-mill stuff. If every rock was full of alexandrite and void opals, they would be far less valuable. And if the less valuable mining commodities were removed, while still retaining the rarity of high value items, then you would spend the majority of your time staring at empty rocks...which would be MUCH more boring.

No, mining is fine as is. Improvements to limpet navigation would go a long way, though.
 
I'll add that after reading everything, I feel like I wouldn't want any of this.

Especially part 5, which will make mining more complicated than it is now.

Also, regarding "large ships" currently full set of mining hardware that does everything fits in a medium ship. Asp X or anything similar. So mining is fine, but it is a niche interest activity.
 
Something I'd really like is if you could mine and sell to stations to make them produce things they're out of. Like, if I want CMM composites, I should be able to mine a few dozen tons of Lithium Hydroxide and sell it to a station, causing it to instantly generate, for me, some CMM composite.
 
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