as there is no in-game inflation mechanics, no way to lose money unless you want to...
Not entirely true, it is possible to lose money through a combination of factors but I would agree that hot-spots for more valuable resources should attract more attention from pirates either on-site or en-route. The later is probably the easiest for FD to introduce at a suitable level to address the risk element.
How so? I mean, if gold costs 12k tops everywhere and painite at least tenfold that everywhere, there's basically still no point mining gold.
Time and risk - higher value items should be both harder to come by, carry more risk to both acquire and transport, and last but not least have a suitably balanced economic throughput via the economy model.
Based on this - mining gold (
for example) should be easier to come by (
and relative to Painite and similar typically has been), carry less risk to both acquire and transport (
debatable - designated hazres zones have been the classic way of managing yield and piracy risk in ED), and on balance per hour should have the rate of economy absorption (
rate at which the economy will be able to consume/buy a given resource) balanced appropriately (
what FD have seemingly started to properly address wrt previously less well regulated higher value items as of 3.6).
In the case of risk being considered equal - a resource worth 10 times that of another resource should be both harder to come by (
lower mining yields) and be harder to sell over time in the same quantities. If neither of these apply, then the higher value of the higher value resource is essentially unjustified and FD should probably consider appropriately nerfing the resource in question.
The concept of a "Gold Rush" (
a surge in availability of any given high value mined/gathered commodity) is reasonable but possibly should be managed better by FD.
Outside of a notionally time/location limited "Gold Rush" the availability of the higher value items should require either higher (
acquisition/transportation) risk, or more time to acquire (
lower yields), or a mix of the two. Prior to 3.x and the introduction of the "Gold Rush" mechanic, alternate mining tools, and the introduction of Void Opals this was always typically true. As of 3.6, FD have seemingly started to address an apparent problem that they inadvertently introduced and over time I suspect there will be further re-balancing over one or more updates in the future (
based on whether the sustained effect over time of the 3.6 updates meets FD's intent or not).
So to bring us back to your question - Mining Gold for example should be easier to do (
only standard mining laser required for example - less mining kit should mean able to defend yourself better), be in effectively higher yields (
less time required mining), carry a lower risk of NPC piracy, and be easier to trade in (
higher buyer storage capacities and more free flowing in the economy).
LTDs and Painite (
at least) used to be (
pre-v3.x) the go to item for high-end mining and typically required having to deal with HAZRES sites to get them at a sufficient yields to justify time spent specifically hunting for them. Mining gold or other lower value resources on the other hand could be mined specifically outside such sites.
The introduction of deep core mining added a skill/reward balance element and at least one additional high value resource (Void Opals) to seemingly encourage individuals to engage in the new mining mechanics. However, the pre-existing balancing factors are still relevant and should have been properly considered at the time of the mining changes but seemingly was not hence the changes in 3.6 - not surprising to me since IMO the whole of the 3.x series of updates has been
mostly poorly thought through and badly executed overall.
[EDIT]To re-iterate, I would not be surprised if FD introduce further re-balancing in one of the future big updates - but not necessarily any time soon.[/EDIT]