First - Mining shows some great potential. In truth it's one of the largest and most impressive new additions to the game in years. BUT, IMHO it shows some issues (at least from my experiences with it)...
Note: By all means feel free to disagree or explain where my experience in beta/live is not accurate/correct or is unfair etc. But please do so politely
The Main Gameplay Loop
So you decide you want to mine for a particular materials, or set of valuable materials? You invest your time finding a suitable ring, and you believe this investment is rewarded by finding a suitable hotspot (eg: You find an "Alexandrite" or "Low Temp Diamond" hotspot). You enter the hotspot and mine...
The issue I've repeatedly hit is the balancing of the four mining mechanics:-
From my current experience, the mining gameplay we have feels questionably balanced. ie: The mechanics and elements put in (for surface, sub-surface and fissures) seems confused in what they're trying to offer. And legacy mining even more so!
Too much time is spent looking for motherlodes, simply due to the poor balancing of the alternative mining mechanics.
And from a personal point of view, it also generally all feels too slow. Surface deposits should be quick and dirty, leading all the way up to seismic charges being careful and considered. But even surface deposits are quite slow mechanic IMHO. [Hence the suggestion to auto-turret them below]
Conclusions - Balance Mechanics
IMHO the mining mechanics should be balanced from the bottom up. ie: You should be finding surface deposits more often then sub-surface, and finding sub-surface far more often than fissures (motherlodes). ie: A motherlode should be a nice bonus, not the be all and end all.
If I've specifically gone to an low temp diamond hotspot, what is the gameplay enjoyment and purpose of most asteroids highlighted by the PWA have surface deposits I'm simply not interested in? It leads to a tiresome slow gameplay outcome.
Conclusions - Legacy Mining
FD need to deside if legacy mining is a thing or not, and balance the game accordingly. Either throw it out and make surface deposits the new norm. Or include legacy mining as the bottom rung of the ladder, included in the gameplay and not ignored by it primarily by the PWA completely ignoring it.
Conclusions - Pulse Wave Analyser
IMHO the PWA needs to be adjusted in one of three ways. It should not highlight "new mechanics", but instead either:-
Misc Suggestions/Considerations
Personally I have to say, the Void Opal "gold rush" price mechanics grate with me. The notion of simply upping a commodity price hundreds of percent just feels clunky. Far better to retain a more level and balanced economy, and instead offer some hiked prices periodically as part of a CG or mining mission payouts?
Misc Suggestion - Hotspot Depletion
FD have mentioned repeat mining of a hotspot will deplete it. However, they've not mentioned what this in truth means? eg: Less frequent "Low Temp Diamonds" in such a hotspot? Or simply less fequent motherlodes?
IMHO, depletion needs a clear value reported in the system information informing the CMDR how the mining in a hotspot is going to be affected by its depletion. eg: If its "Reserves" are at 100% then clearly it will be behaving as well as it can. But if it's at 50% might that mean you're only half as likely to find "Low Temp Diamonds" in such a hotspot. Even a vague term for the reserves would be better than none. eg: "Pristine", "High", "Medium", "Low" and "Very Low" to at least give a CMDR an idea of depletion of a hotspot.
And should depletion affect just the frequency of motherlodes? Or the frequency of the hotspots material? eg: If a Low Temp Diamonds hotspot is at 50% should that mean you'll be half as likely to find low temp diamonds in any/all forms (legacy, surface, sub-surface and fissure)?
And how quickly does this depletion regenerate?
Note: By all means feel free to disagree or explain where my experience in beta/live is not accurate/correct or is unfair etc. But please do so politely
The Main Gameplay Loop
So you decide you want to mine for a particular materials, or set of valuable materials? You invest your time finding a suitable ring, and you believe this investment is rewarded by finding a suitable hotspot (eg: You find an "Alexandrite" or "Low Temp Diamond" hotspot). You enter the hotspot and mine...
The issue I've repeatedly hit is the balancing of the four mining mechanics:-
- Legacy mining
- Surface deposits
- Sub-surface deposits
- Fissures (motherlode)
- Never legacy mining [Everything seems geared/balanced to 2, 3 & 4]
- Finding asteroids with surface deposits generally means finding materials you're simply not interested in, asteroid after asteroid. Indeed, after a while you end up using the analysis view to see surface deposits, and then not even "wasting" a prospector limpet.
- Rarely find sub-surface deposits [To some degree because of 2]
- Ending up simply looking for motherlodes, simply because they do generally give a good return of something you're interested in.
From my current experience, the mining gameplay we have feels questionably balanced. ie: The mechanics and elements put in (for surface, sub-surface and fissures) seems confused in what they're trying to offer. And legacy mining even more so!
Too much time is spent looking for motherlodes, simply due to the poor balancing of the alternative mining mechanics.
And from a personal point of view, it also generally all feels too slow. Surface deposits should be quick and dirty, leading all the way up to seismic charges being careful and considered. But even surface deposits are quite slow mechanic IMHO. [Hence the suggestion to auto-turret them below]
Conclusions - Balance Mechanics
IMHO the mining mechanics should be balanced from the bottom up. ie: You should be finding surface deposits more often then sub-surface, and finding sub-surface far more often than fissures (motherlodes). ie: A motherlode should be a nice bonus, not the be all and end all.
If I've specifically gone to an low temp diamond hotspot, what is the gameplay enjoyment and purpose of most asteroids highlighted by the PWA have surface deposits I'm simply not interested in? It leads to a tiresome slow gameplay outcome.
Conclusions - Legacy Mining
FD need to deside if legacy mining is a thing or not, and balance the game accordingly. Either throw it out and make surface deposits the new norm. Or include legacy mining as the bottom rung of the ladder, included in the gameplay and not ignored by it primarily by the PWA completely ignoring it.
Conclusions - Pulse Wave Analyser
IMHO the PWA needs to be adjusted in one of three ways. It should not highlight "new mechanics", but instead either:-
- Automatically highlight the presence/quantity of the hotspot's material in asteroids. The more of it, the "hotter" it shows.
- Automatically highlight the presence/quantity of a number of materials including the hotspot's material. The more of them, the "hotter" it shows. This list of materials could vary slightly, and be listed as say the X most similar materials in the ring in the ring information? Thus in a Painite Hotspot, Gold or Palladium may also show in the heatmap.
- You're able to program the PWA, ticking a list of materials you want it to "heat map" - IMHO this is not "aa easy win" because if you search solely for one material (eg: Ice Diamonds) you will be doing far more searching than mining, and may well be missing all the asteroids for example with "Alexandrite" in them.
Misc Suggestions/Considerations
- Combine Subsurface Missile Launcher and Seismic Charge Launcher - Combine them into one module, which then appear as the two different items in firegroups.
- Return a more informative report of efficiency. eg: With sub-surface missiles and seismic charges give a percentage efficiency value.
- Remove legacy mining and put far more surface deposits on asteroids.
- Convert the abrasion blaster into an auto targeting/firing turret (for any surface deposits in line of sight/range), to significantly quicken up the gameplay loop.
Personally I have to say, the Void Opal "gold rush" price mechanics grate with me. The notion of simply upping a commodity price hundreds of percent just feels clunky. Far better to retain a more level and balanced economy, and instead offer some hiked prices periodically as part of a CG or mining mission payouts?
Misc Suggestion - Hotspot Depletion
FD have mentioned repeat mining of a hotspot will deplete it. However, they've not mentioned what this in truth means? eg: Less frequent "Low Temp Diamonds" in such a hotspot? Or simply less fequent motherlodes?
IMHO, depletion needs a clear value reported in the system information informing the CMDR how the mining in a hotspot is going to be affected by its depletion. eg: If its "Reserves" are at 100% then clearly it will be behaving as well as it can. But if it's at 50% might that mean you're only half as likely to find "Low Temp Diamonds" in such a hotspot. Even a vague term for the reserves would be better than none. eg: "Pristine", "High", "Medium", "Low" and "Very Low" to at least give a CMDR an idea of depletion of a hotspot.
And should depletion affect just the frequency of motherlodes? Or the frequency of the hotspots material? eg: If a Low Temp Diamonds hotspot is at 50% should that mean you'll be half as likely to find low temp diamonds in any/all forms (legacy, surface, sub-surface and fissure)?
And how quickly does this depletion regenerate?
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