proposed mining changes

In space:

Rocks/Fragments:
-each rock has had a chance to produce a max of 100 or more fragments (up from what seems 12)
-fragment increase is influenced by size and number of mining lasers

Refinery:
-Allow a max of 2 refineries (up from 1)

Limpets:
-Allow a size 6 -7 modules
-Limpet number should correspond with module size (size 6 to deploy 6 limpets, etc)

prospecting limpets:
-Create mining limpets that prospect and collect (can fulfill two roles via split assignment in module setting(new feature)

On a Planet

-offer planetary mining via the ship like in space

concept: land and deploy a mining rig that requires interaction with the outside, possible direction towards space legs

Stand alone SRV:
-Add mining capable SRV with limpet collectors and mining laser
-this type of SRV would come in diff sizes where larger modules allow SRV with storage up to 15 slots with a small refinery
 
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Rocks/Fragments:
-each rock has had a chance to produce a max of 100 or more fragments (up from what seems 12)
-fragment increase is influenced by size and number of mining lasers

Most asteroids I've mined have produced 20 or more fragments, it is worth noting that you get more fragments if you've attached a prospecting limpet to the asteroid in question. While an increase would be nice I don't see it as a necessity.

I'm not sure why you'd get more total fragments from an asteroid by shooting more lasers at it, all it'd really do is produce the fragments faster which is how it works in game already.

Refinery:
-Allow a max of 2 refineries (up from 1)

A 4A Refinery has 10 bins, it's very rare to need more than that unless you're gathering everything, if you filter out the lower valued minerals in the contacts panel you shouldn't have any issues with full bins and you'll be able to fill up on more valuable cargo.

Limpets:
-Allow a size 6 -7 modules
-Limpet number should correspond with module size (size 6 to deploy 6 limpets, etc)

Which limpets? Because collection limpets already have a Class 7 module, no 6 though as they're only available in odd numbered classes.

More limpets per controller may be nice but might just make things messy. My mining ship is a T-9, with 2 class 3A collectors (so 4 active limpets) it can mostly keep up with the two mining lasers I have fitted PROVIDED I park up close to the asteroid and try to have the fragments break away so they float towards the underside of my ship, this drastically shortens the travel time of the limpets.

prospecting limpets:
-Create mining limpets that prospect and collect (can fulfill two roles via split assignment in module setting(new feature)

Honestly limpets could use a massive overhaul, having to use completely separate modules to change the task of a given limpet is fairly ridiculous, however that is a topic that has been discussed incessantly on the forums.

-offer planetary mining via the ship like in space

concept: land and deploy a mining rig that requires interaction with the outside, possible direction towards space legs

Stand alone SRV:
-Add mining capable SRV with limpet collectors and mining laser
-this type of SRV would come in diff sizes where larger modules allow SRV with storage up to 15 slots with a small refinery

Planetary mining would be great, either via the ship or a deploy-able mining rig.

Extra types of SCVs is another topic oft discussed and something that I hope FDev is working towards.
 
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A 4A Refinery has 10 bins, it's very rare to need more than that unless you're gathering everything, if you filter out the lower valued minerals in the contacts panel you shouldn't have any issues with full bins and you'll be able to fill up on more valuable cargo.
... why did I not think of that? It's so obvious.


I've always thought that rocks are awfully big to deplete so fast. Seems like the kind of thing you'd deploy a drilling robot onto, with it chucking fragments into a net to feed into the refinery. Then pull it all in and move on, eventually.

That, and collection limpets do an impressively crappy job at collision avoidance. They can thunk down into an asteroid at max speed and be fine in prospect mode, but bang against a piece of debris or the same rock in collection mode, and SPLUT.
 
... why did I not think of that? It's so obvious.


I've always thought that rocks are awfully big to deplete so fast. Seems like the kind of thing you'd deploy a drilling robot onto, with it chucking fragments into a net to feed into the refinery. Then pull it all in and move on, eventually.

That, and collection limpets do an impressively crappy job at collision avoidance. They can thunk down into an asteroid at max speed and be fine in prospect mode, but bang against a piece of debris or the same rock in collection mode, and SPLUT.

The rocks are not 100% a mine-able resource, it's why when you prospect them the percentage amounts never add up to 100%, at least that's the in-game logic behind it. The game logic is so players can't just jam their trigger down and walk away while they rake in the painite.

Yeah collection limpets are crap, I had one mining session where a pirate tried to rob me, he got killed by security but since I'd tagged him with some turret fire he dropped a bunch of materials, on the opposite side of the asteroid I was mining... all 4 limpets tried to fly through the 'roid, you can guess how well that went. Also gathering mats in a Combat Aftermath USS, they explode of every piece of debris.

Personally I don't see why FDev doesn't just make most limpets invulnerable, the only exception being hatch breakers as they should still have to contend with PD.
 
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