Hello you lovely backers!
It's time for another (slightly belated) DDF topic. Mining! This will hopefully be a very interesting one; although seemingly innocuous, there are potentially many cans of worms waiting to be opened up here in terms of keeping the experience interesting, as well as the longer term issues of where we take this mechanic.
Mining Process
We’re initially looking at three types of resources that can be mined:
- Mineral bodies
- Frozen liquid bodies
- Gaseous/dust clouds
Mining is split into three distinct stages:
- Detection – there are two stages to detection:
- Initial find – commanders must utilise scanning systems to locate a resource point such as an asteroid field, dust or gas cloud within a system
- This initial detection can involve the use of “far scanning”: micro drones or extended sensor scans that can over time allow initial detection in neighbouring systems
- Once a find has been successfully located the commander can attempt to use further scans to determine the most efficient extraction points
- Commanders can skip this step and attempt to extract resources in effect “blind”
- Commanders can obtain data elements for their galactic map at a system level which contain resource information as if they had scanned it themselves
- Information from detailed scans can reveal precise resource types as well as provide feedback to improve the moment to moment harvesting
- Resources can range in size from tiny to huge:
- In the case of mineral and frozen bodies this is based on a percentage chance of each body harbouring resources
- In the case of gas/dust clouds it is described by the size and density of the cloud
- Some resources are visually identifiable, others are not (they could potentially be extracted without detection but it would be pot luck)
- Extraction – the method of extraction depends upon the resource type but importantly, all methods of extraction require moment to moment gameplay that rewards skilful and attentive players
- Mineral and frozen liquid bodies can be attacked with mining lasers which “break off” flecks of resource
- Depending on the accuracy of these attacks (based on data acquired through scanning) the flecks will:
- Take longer to break off
- Be more or less valuable
- Poor accuracy can reduce the overall amount of resource obtained
- Different resources can require specialised mining laser types to improve yield/allow extraction
- Incorrect laser types can trigger potentially dangerous reactions as well as decrease yield
- Flecks can be collected, at which point they become canisters of the appropriate resource
- Gas/dust clouds must be flown through with an appropriate scoop
- Depending on the accuracy of the flight path the yield may be greater or less
- The cloud is dispersed over time as the commander flies through it
- Some gas/dust clouds require specific types and grades of scoop
- Some gas/dust clouds may suffer reactions based on vessel temperature and speed of travel
- Incorrect management of speed and temperature can cause potentially dangerous reactions as well as decrease yield
- For every X amount of a resource scooped an appropriate canister is created in the hold
- In all cases, there are other potential effects from harvesting:
- Contamination - this can occur during the extraction process, by collecting and storing the resource or simply by being within the vicinity
- Specialised scanners and ship monitoring systems can alert the commander to contamination
- Void creatures - space contains a number of base intelligence critters that can be disturbed whilst detecting and extracting resources
- Most are hostile, a few can become valuable resources themselves
- Drones - commanders may equip and employ drones to collect solid resources in the same way that they can collect floating canisters (this is an alternative method of collection for vessels without an operational cargo scoop
- Auto miners - potentially not for release one: these are large deployed devices that can mine a location over time, allowing the player to collect them at a later date
- They cannot be found by other human commanders unless the commander is also present at the location, though on return commanders may find that they have suffered malfunctions or been contaminated
- More expensive auto miners are more resilient to adverse effects and can offer greater yields
Some resources may be subject to an NPC claim:
- Such claims are normally broadcast via beacons placed at the resource location
- The beacons transmit details of the claim
- Some beacons can detect extraction and transmit alerts to the claim’s owner
- Some beacons are mobile
- Sometimes this functionality is carried out by a vessel (which may or may not be a mining vessel)
- Claims create additional gameplay potential by weaving events and missions into the mining process
Issues
So, a bit to chew over. And here’s a few other things to add to the mix:
- You can see that our mining process is fairly involved - but do you think it’s interesting enough? What are your suggestions for making it better?
- Are we missing some obvious/totally awesome methods of mining?
- Could claims be used by players? We almost certainly want this long term, but how might it work?
- Refining and crafting? We actually have a rudimentary system for this in the game, but we suspect it is a massive can of worms on several levels? We’d like to get your opinions on this one!
And now, over to you guys! Dig in!