So Mining has gone through some big changes in 1.3 and of course that has including some growing pains. Still, as a dedicated miner since about 1.1 who remembers when roughly 300k an hour was the most I could make, to pulling in 2.5+ million an hour now (and finally being able to fund my Imperial Clipper upgrade and achieve Broker status all through selling metals) I'm definitely excited about the future.
However, there are still certain issues holding the profession back and I'm here to discuss my thoughts and suggestions to make things work better.
TL;DR look at the bolded Suggestion parts:
Collector Limpet Controller
Probably the most anticipated change for mining: the collection drones. Very buggy at first though now that some of the more major bugs have been corrected, a clear boost to mining speed and reason to buy a bigger starship. Aside from the ongoing "deploy cargo hatch" and refinery connection errors (or that the limpets sometimes suicide against asteroids) my main issue with them is the lackluster larger class modules.
Most modules increase in power exponentially, most notably cargo racks which double in size each class upgrade. But the collector controllers only go up by 1 max limpet each class, and skip a number as well. So when fitting a class 7 module and given the choice to give up 128 tons of cargo space for a mere 4 max limpets - which you can get instead using two class 3 modules (a total value of 16 tons of cargo) there really isn't a choice at all.
The other glaring problem with the collectors is that they don't discriminate between what they collect. Did you get overloaded and decide to dump some of your less valuable minerals? Too bad, those active collectors are gonna pick them right back up! Is there some nearby stolen property floating around? Enjoy your fine, cause they are gonna get those too! Basically we need more control over what gets picked up. Considering that the single target "grab one item and die" mode seems mostly useless, I would start there.
Suggestions:
More Radical Suggestion:
Prospector Limpet Controller
This one is more controversial. A few swear by them, many others claim they are useless. I personally do use them and feel they help my mining. Yes they are single use unlike the collectors in area mode, but in a larger ship like a Clipper I have enough space to use them at least part of the time, mainly to go ahead and check a further away asteroid while I'm still finishing up with the one I'm currently mining.
First let's talk advantages, big and small:
My other issue is that I only ever use a class 1 which has a single max active limpet. Why? Aside from having room to fit larger modules (see radical suggestion above) or that they move so slow to shoot multiple ones, mainly because keeping track of more than one prospector limpet is a pain. Aim and target doesn't work so well when you've got collectors, fragments, and other ships all flying around. And they are hard to see so its easy to lose them if you don't keep the one you fired targeted the whole time.
I can use the Contacts menu to manually select them of course... but with a swarm of collectors flying around, the only way to know which are my prospectors is to manually go through the entire list and see which ones actually has asteroid feedback information. Because both limpets look exactly the same in the Contacts menu. If only there was a quick way to tell them apart in the menu...
Suggestions:
More Radical Suggestion:
Resource Extraction Sites
The infamous RES. Haunt of bounty hunters and miners alike. The theory behind RES is a great example of risk vs reward: mine more rich reserves at the risk of being attacked by pirates looking for a fat mining ship like yourself. Stick to a Low Intensity one for less pirates but not quite as rich, or risk it all in High Intensity. Or even better, go to HI RES with some bounty hunter escorts who can kill the pirates while you mine in peace for big bucks.
However the execution of this idea isn't quite there. This topic is problematic for me to analyze because I'm not 100% sure what the RES mechanics are. I have definitely noticed that rocks seem to have a chance of having a larger number of fragments in each one and had other miners agree. And it seems that there is a limited radius around the RES marker that gives a bonus.
Overall the bonus doesn't seem to be great enough to justify the risk. I can mine outside of RES and almost never see a pirate depending on the system - hence why I usually forego shields for extra limpets/cargo. And I also think there could be more incentive for bounty hunters to join miners - right now miners need them more than they need us. Perhaps if the wing trade % bonus were higher. And of course if miners actually made more money there to boost that percentage.
Suggestions:
Mining Missions
Another new addition, and one that is somewhat becoming a double-edged sword to miners. My two issues with the missions is that 1) they are boring and 2) they are overpowered.
Right now I've been making about 2.5 - 2.8 million an hour in my Imperial Clipper. Probably at least half of that or more is all from mining missions. How much I make really depends on how many missions I get. If I didn't take any, I would likely make closer to 1 million an hour. For someone is a Clipper that is pretty pathetic compared to what most other professions are doing right now.
Basically, missions are the only way to make mining profitable at all currently. This leads to bulletin board farming which isn't fun. Unlike many other missions which are about delivering specific cargo to a specific port, or killing a specific pirate leader, these missions are simply a boost to the sell value for generic mined goods no matter where and how they were acquired. The best way to make money as a miner right now is go to out and get plenty of Painite, Platinum, and Osmium and then camp the bulletin board until I get enough missions to 'sell' everything. Leading to logging in and out while rechecking the board. As one fellow miner pointed out, the best way for miners to make credits is to not play the game.
Suggestions:
Overall Profitability
Its better than 1.3 but its certainly still not quite there. Many of my above suggestions would give a nice boost to profits (I think a prospecting scanner most of all), however if the mining missions are changed that would be a huge decrease in profits.
Suggestions:
There are lots of ways to bump up credit potential, its really just a matter of the Developers realizing its a problem.
However, there are still certain issues holding the profession back and I'm here to discuss my thoughts and suggestions to make things work better.
TL;DR look at the bolded Suggestion parts:
Collector Limpet Controller
Probably the most anticipated change for mining: the collection drones. Very buggy at first though now that some of the more major bugs have been corrected, a clear boost to mining speed and reason to buy a bigger starship. Aside from the ongoing "deploy cargo hatch" and refinery connection errors (or that the limpets sometimes suicide against asteroids) my main issue with them is the lackluster larger class modules.
Most modules increase in power exponentially, most notably cargo racks which double in size each class upgrade. But the collector controllers only go up by 1 max limpet each class, and skip a number as well. So when fitting a class 7 module and given the choice to give up 128 tons of cargo space for a mere 4 max limpets - which you can get instead using two class 3 modules (a total value of 16 tons of cargo) there really isn't a choice at all.
The other glaring problem with the collectors is that they don't discriminate between what they collect. Did you get overloaded and decide to dump some of your less valuable minerals? Too bad, those active collectors are gonna pick them right back up! Is there some nearby stolen property floating around? Enjoy your fine, cause they are gonna get those too! Basically we need more control over what gets picked up. Considering that the single target "grab one item and die" mode seems mostly useless, I would start there.
Suggestions:
- Keep area collect mode as is. Make targeted mode still area collect as well, but only for the type of item targeted. Have ore fragment as target when deployed = only pick up ore fragments. Target clean cargo, don't pick up stolen cargo as well.
- Make the class 5 & 7 collector modules match with the prospector ones, where 5 = 4 max limpets and 7 = 8 limpets.
More Radical Suggestion:
- Remake all Limpet Modules to have class 1/2/3/4 with max limpets 1/2/4/8.
Prospector Limpet Controller
This one is more controversial. A few swear by them, many others claim they are useless. I personally do use them and feel they help my mining. Yes they are single use unlike the collectors in area mode, but in a larger ship like a Clipper I have enough space to use them at least part of the time, mainly to go ahead and check a further away asteroid while I'm still finishing up with the one I'm currently mining.
First let's talk advantages, big and small:
- They let you see all three metals/minerals in the asteroid, and at precise percentages.
- You can sample a rock that is not in laser cutting range.
- You are notified exactly when the rock is depleted instead of watching carefully for the fragments to stop.
- Can give you a rough distance to the rock for easier approach.
My other issue is that I only ever use a class 1 which has a single max active limpet. Why? Aside from having room to fit larger modules (see radical suggestion above) or that they move so slow to shoot multiple ones, mainly because keeping track of more than one prospector limpet is a pain. Aim and target doesn't work so well when you've got collectors, fragments, and other ships all flying around. And they are hard to see so its easy to lose them if you don't keep the one you fired targeted the whole time.
I can use the Contacts menu to manually select them of course... but with a swarm of collectors flying around, the only way to know which are my prospectors is to manually go through the entire list and see which ones actually has asteroid feedback information. Because both limpets look exactly the same in the Contacts menu. If only there was a quick way to tell them apart in the menu...
Suggestions:
- Make them faster. Double or triple the speed so they quickly get to the desired asteroid.
- Give some indication in Contacts menu to differentiate collectors from prospectors. Like the color coding already used in game.
More Radical Suggestion:
- Remove Prospectors, replace them with a scanner. It can scan in a radius around the ship and make all asteroids in that area become targetable and listed in Contacts menu exactly as prospector limpets work now.
Resource Extraction Sites
The infamous RES. Haunt of bounty hunters and miners alike. The theory behind RES is a great example of risk vs reward: mine more rich reserves at the risk of being attacked by pirates looking for a fat mining ship like yourself. Stick to a Low Intensity one for less pirates but not quite as rich, or risk it all in High Intensity. Or even better, go to HI RES with some bounty hunter escorts who can kill the pirates while you mine in peace for big bucks.
However the execution of this idea isn't quite there. This topic is problematic for me to analyze because I'm not 100% sure what the RES mechanics are. I have definitely noticed that rocks seem to have a chance of having a larger number of fragments in each one and had other miners agree. And it seems that there is a limited radius around the RES marker that gives a bonus.
Overall the bonus doesn't seem to be great enough to justify the risk. I can mine outside of RES and almost never see a pirate depending on the system - hence why I usually forego shields for extra limpets/cargo. And I also think there could be more incentive for bounty hunters to join miners - right now miners need them more than they need us. Perhaps if the wing trade % bonus were higher. And of course if miners actually made more money there to boost that percentage.
Suggestions:
- Greater boost to fragments or overall richness in RES, especially in HI RES. Risk is not only npc pirates, but if miners were juicier targets perhaps player pirates would hunt for solitary miners in LOW RES.
- Perhaps a boost to the trade bonus in wings?
Mining Missions
Another new addition, and one that is somewhat becoming a double-edged sword to miners. My two issues with the missions is that 1) they are boring and 2) they are overpowered.
Right now I've been making about 2.5 - 2.8 million an hour in my Imperial Clipper. Probably at least half of that or more is all from mining missions. How much I make really depends on how many missions I get. If I didn't take any, I would likely make closer to 1 million an hour. For someone is a Clipper that is pretty pathetic compared to what most other professions are doing right now.
Basically, missions are the only way to make mining profitable at all currently. This leads to bulletin board farming which isn't fun. Unlike many other missions which are about delivering specific cargo to a specific port, or killing a specific pirate leader, these missions are simply a boost to the sell value for generic mined goods no matter where and how they were acquired. The best way to make money as a miner right now is go to out and get plenty of Painite, Platinum, and Osmium and then camp the bulletin board until I get enough missions to 'sell' everything. Leading to logging in and out while rechecking the board. As one fellow miner pointed out, the best way for miners to make credits is to not play the game.
Suggestions:
- First one nitpick - they seem to only be found in High Tech stations. Why not Refinery, Extraction, or even Industrial?
- I would like to see more creative missions that require a specific task as opposed to a payout on metals/minerals already collected.
Overall Profitability
Its better than 1.3 but its certainly still not quite there. Many of my above suggestions would give a nice boost to profits (I think a prospecting scanner most of all), however if the mining missions are changed that would be a huge decrease in profits.
Suggestions:
- Make above changes such as limpet revamp, RES boost, or addition of prospecting scanner, etc.
- Boost commodity prices for mined-only items - Painite, Platinum, Osmium
- Increase number of fragments that drop from asteroids across the board. This would also give prospecting more value.
There are lots of ways to bump up credit potential, its really just a matter of the Developers realizing its a problem.
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