FDev - how to solve tritium mining issue

Posted as reply in another thread but though worth making as independent suggestion.

How to solve mining for tritium without unbalancing other mineral types like LTD, painite, etc -->

Make tritium similar to how engineering mats are multiplied per 1 fragment picked up. Doesn't need to be the same 3 for every 1 ratio like mats. Could be any reasonable multiplier to make tritium mining decent speed of yield but not super instant.


Fdev has already shown they can do this on a class type basis - e.g. 1 fragment = 3 for engineer mat class of objects, but 1:1 for other objects.

Without changing how many fragments are put out by an asteroid for all types of minerals, which could boost top paying minerals more than desired, just change tritium to a mat-type class in the coding so that every 1 pickup = X

This way, doesn't boost or upset economy balance of any other mineral like LTDs, painite, etc - yet allows for any X% increase to tritium yields. The 3 for every 1 I used was just example from engineering mats, it can be any other number. 2, 5, 10, whatever balance that allows for decent tritium mining.

This would -
a) restore exploration viability so self mine refueling of FCs in deep space

b) restore / restablish a player to player market economy for tritrium from those willing to mine in the bubble and sell to willing buy orders on FCs.

Given all the coding is in place to multiple engineering mat fragments, I don't see how this can't be a quick hotfix to tritium by using similar method.

why a round the houses fix?

surely the qty required to mine in the first place is the issue, its bonkers that FDev then go ... hmmm i know every one will equal 3 that will solve it.
 
Wasnt that the fuel for the organic drives we ended up destroying in the original game?

:D S

The Quirium Drive was reverse engineered from the Thargoid ships that were captured by GalCop during the INRA-Thargoid war. The current generation hyperdrives were invented by the Alliance who were able to reverse-engineer the same Thargoid technology to produce the Frame Shift Drive. Ostensibly the same, there's no need to reinvent the wheel, especially since the mycoid clearly didn't stop the Thargoids or their ability to use their hyperdrives.

I mean, if we're going for handwavium then at least they could use the stuff they've already made up before, and clearly whatever the Thargoids do at their barnacle sites should have been investigated further to discover how they power their hyperdrives. Rather than seeding "tritium" around the galaxy, FDev could have done the same for a new meta-alloy based fuel, Quirium, afterall the Thargoids have been around for millions of years, there's no reason they shouldn't have seeded the vast majority of the galaxy by now. Quirium was a high energy density material, and it could have been found that under certain external forces/processes meta-alloys can form into this material.

The appearance of this meta-alloy based fuel in asteroid belts and planetary rings is easily explained by them having seeded moons, planets, and other bodies, that have since been broken apart, creating the needed rarity FDev wanted for space-based mining.
 
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Hm...
Collecting 1 Tritium, it get´s multiplied in the cargo hold. Jetison 1 Tritium and recollecting it - multiplied.
There would be a small problem with exploiting this feature.

couldn’t be exploited like that. However Fdev did the engineering mat multiplier of 3 per every 1 collected, it takes care of any issue like this.

e.g. If you collect 1 arsenic which becomes 3, ejecting 1 and pickup up again just gives you the same 1. Only the original pickup activates the multiplier. So if they do same method for tritium, would prevent the hypothetical exploit.
 
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couldn’t be exploited like that. However Fdev did the engineering mat multiplier of 3 per every 1 collected, it takes care of my issue like this.

e.g. If you collect 1 arsenic which becomes 3, ejecting 1 and pickup up again just gives you the same 1. Only the original pickup activates the multiplier. So if they do same method for tritium, would prevent the hypothetical exploit.
Well, well. You learn something new every day. Thanks for that.
 
why a round the houses fix?

surely the qty required to mine in the first place is the issue, its bonkers that FDev then go ... hmmm i know every one will equal 3 that will solve it.
Because it seems when Fdev tries to buff or nerf interconnected systems, they end up accidentally buffing or nerfing the wrong thing.

if they can fix another way, fine - sure go head. But reason I suggested this is because a) the groundwork of the coding mechanism is already in place from engineering mats multiplier example, and b) allows separation into separate class for tritium so any later buff or nerf of general mining fragment yield has no effect on tritium (or vice versa)

i am applying the general saying of insanity = doing same thing over and over expecting different results. Good or bad, how or why doesn’t really matter - Fdev just seems terrible at solving things with many interconnected parts - hence the often accused sledgehammer approach.

so go with an existing method that works - if they were to buff or nerf engineering mats multiplier today, we know it would have zero impact on any other collection activity because that yield multiplier is distinct and unique only to eng mats. So don’t reinvent the wheel, create a new unique class of object and multiplier for tritium, problem solved and no repercussions for other mining yields.
 
Because it seems when Fdev tries to buff or nerf interconnected systems, they end up accidentally buffing or nerfing the wrong thing.

if they can fix another way, fine - sure go head. But reason I suggested this is because a) the groundwork of the coding mechanism is already in place from engineering mats multiplier example, and b) allows separation into separate class for tritium so any later buff or nerf of general mining fragment yield has no effect on tritium (or vice versa)

i am applying the general saying of insanity = doing same thing over and over expecting different results. Good or bad, how or why doesn’t really matter - Fdev just seems terrible at solving things with many interconnected parts - hence the often accused sledgehammer approach.

so go with an existing method that works - if they were to buff or nerf engineering mats multiplier today, we know it would have zero impact on any other collection activity because that yield multiplier is distinct and unique only to eng mats. So don’t reinvent the wheel, create a new unique class of object and multiplier for tritium, problem solved and no repercussions for other mining yields.

yeah but they could just reduce the amount of fuel required to jump a carrier by a % to get the same outcome.
 
Yes, except that only cures the symptom, not the cause. The cause is the issue with mining, a problem that needs to be solved, not hidden away and ignored.

The root cause is the actual scope of the FC straddling squadrons as well as single players. Too low and its pointless, too high and single players complain.
 
The root cause is the actual scope of the FC straddling squadrons as well as single players. Too low and its pointless, too high and single players complain.
Not in this thread which is about the problems with H3 mining not perceive problems with carriers elsewhere. Whether carriers were squadron only or not, the mining issue for H3 would remain.
 
Not in this thread which is about the problems with H3 mining not perceive problems with carriers elsewhere. Whether carriers were squadron only or not, the mining issue for H3 would remain.

'Many hands make light work' in a FC context means gathering is quicker (well, you can check more rocks faster while FD sorts out the content). I get some like mining, but its just a handwavium abstraction too far for me (and scientifically bananas anyway). Do away with mining and make other gameplay thats actually new. For example your NPC crew ask for help and want breaches sealed, or scan something.
 
'Many hands make light work' in a FC context means gathering is quicker (well, you can check more rocks faster while FD sorts out the content). I get some like mining, but its just a handwavium abstraction too far for me (and scientifically bananas anyway). Do away with mining and make other gameplay thats actually new. For example your NPC crew ask for help and want breaches sealed, or scan something.
I'd say that as well. Except that I'd leave the mining in for those that like to do that.
 
The coolest solution would be „refining“ Tritium from scooped Hydrogen. It would require a special „refinery“ for the FC.
A lot of the scooped Hydrogen would be used to power the “refinery“ and the result would be Tritium that is directly injected into the Tritium storage of the FC.
To make it over the top cool it would involve scooping the hydrogen of gas giants (but that would require a lot of additional things - so maybe for a later patch ;) ).

Scoopable stars could be young stars (some T stars and O stars for example - maybe with higher yield numbers in nebula ). Not entirely needed, but it would add a nice touch.

For those who like some „almost science“ explanation: the refinery would be in essence a particle accelerator that generates the Tritium out of Hydrogen and a lot of power.
Requiring a huge facility that can only fit on a FC - so no Tritium scooping with normal ships.

From a game design perspective this method has some advantages over mining. It would require a special module and therefore reducing the capacity of the FC and increasing the up keep. Up keep and less space available would make it a choice that is not suitable for all Fc owners, but would be fine for exploration style FCs.
If needed creating Tritium out of Hydrogen could take some time (days?). That way it would be an option for those outside the bubble, but simply not interesting enough for those within the bubble.
Normal ships can‘t scoop tritium, and therefore there is no option of selling scooped tritium to a spaceport for high profit.
Since the Tritium goes directly into the engine system of the FC it can‘t be sold and as a result Tritium generation can‘t be used as a source for credits.
Buying Tritium would be still the fastest way to get Tritium in the bubble - and mining Tritium would be still a good way to sell Tritium to other players.

Have fun out there :)
 
The coolest solution would be „refining“ Tritium from scooped Hydrogen. It would require a special „refinery“ for the FC.
A lot of the scooped Hydrogen would be used to power the “refinery“ and the result would be Tritium that is directly injected into the Tritium storage of the FC.
To make it over the top cool it would involve scooping the hydrogen of gas giants (but that would require a lot of additional things - so maybe for a later patch ;) ).

Scoopable stars could be young stars (some T stars and O stars for example - maybe with higher yield numbers in nebula ). Not entirely needed, but it would add a nice touch.

For those who like some „almost science“ explanation: the refinery would be in essence a particle accelerator that generates the Tritium out of Hydrogen and a lot of power.
Requiring a huge facility that can only fit on a FC - so no Tritium scooping with normal ships.

From a game design perspective this method has some advantages over mining. It would require a special module and therefore reducing the capacity of the FC and increasing the up keep. Up keep and less space available would make it a choice that is not suitable for all Fc owners, but would be fine for exploration style FCs.
If needed creating Tritium out of Hydrogen could take some time (days?). That way it would be an option for those outside the bubble, but simply not interesting enough for those within the bubble.
Normal ships can‘t scoop tritium, and therefore there is no option of selling scooped tritium to a spaceport for high profit.
Since the Tritium goes directly into the engine system of the FC it can‘t be sold and as a result Tritium generation can‘t be used as a source for credits.
Buying Tritium would be still the fastest way to get Tritium in the bubble - and mining Tritium would be still a good way to sell Tritium to other players.

Have fun out there :)
This goes along with Rubbernuke's idea of being able to synthesise fuel.

Sounds like a pretty good idea too. Perhaps make it a very expensive optional extra for carriers rather than a default module?
 
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