I have made some of these suggestions before. I have also borrowed good mining ideas from other players in other threads.
1 & 2 are bugs, though very long standing ones (since 1.4). But there is no point at all in any upgrades to mining while these bugs still exist.
4 is becoming more and more necessary with each new type of limpet controller added to the game. The controllers will also severely limit any future enhancement to mining.
6 is delivered and 26 is coming in Beyond. I have left these in, but struck-through, as the cross-references are becoming a bit complex.
Some are quality of life suggestions, others gameplay. There may even be some that are mutually exclusive. I am aware that some of these suggestions are complex, and would need a fair bit of development. Beyond may well invalidate some of this list, or better yet already include a few.
(edit) - added a few more to the list, from No 42
- Refinery that doesn't lock up
- Stop displaying the incorrect "Refinery Full" message (it makes the info screen completely useless when mining)
- Remove the unnecessary delay when deploying a limpet - particularly prospectors
- Balance pass over collector controllers (is 128 tons for 4 limpets in a class 7 controller reasonable?)
- Add some engineer upgrades that are actually useful to miners (currently the only useful engineer upgrade is weapon focused distributor, as module weight or integrity are irrelevant to miners).
Allow limpets to be synthesized. This would make long range prospecting (see 12) possible.edit - we now have this one. \o/, though I'm not convinced that 7% of used limpets replaced is really QoL.- Rethink the mechanic of having pirates spawn every time you drop into a ring - especially in remote systems
- Display the material percentages of a ring on the system map
- Add class-5 element materials to rings, also add yttrium now it's class 4. Maybe just in 0.5%-1% amounts
- Balance pass over the ore yields in the different ring types - particularly icy, which is less than 1/3 the yield per roid compared to metallic
- Add some rare profitable ores for rocky and metal-rich rings, more gem types would be good
- Add some reason to mine well away from the bubble, such as extremely rare ores (see 19), radioactive isotopes, rare vacuum life forms (see 14), jackpot roids (see 21)
- Add LTDs, painite (and the new ores from 11) to ores available in asteroid clusters
- Add vacuum krill as a minable resource - particularly in Baltha'Sine 4B, and similar small lifeforms for the dangerous ones (see 15) to eat when they can't get miners
- Add some dangerous vacuum life forms, especially where minable life forms (see 14) are present. They could also be valuable resources.
- DSS scan displaying areas of the ring with varying ore concentrations, also show points of interest (see 22)
- Specialised mining ships - mostly multi-purpose, important features are: power distributor, lots class 3 modules, cargo space, specialised modules (see 18)
- Specialised mining modules for the specialised mining ships (see 17)
- Gold-rush mechanic for very rare ores in remote locations (see 12) that eventually deplete from players mining them
- Add some skill based mechanic to the fragment chipping part of mining. - Currently, the only skill mechanics are: directing the fragment stream so that your limpets are more efficient, and how to chip fragments of wildly tumbling roids without losing all your limpets. If there were techniques that maximize the yield of metal per fragment, and others that maximized crystals, or materials. This would make mining much more interactive, immersive and fun.
- Add rare "Jackpot" roids. Ones that have 100 fragments of 100% platinum, or 100 fragments of class 4 and class 5 elements. These roids shouldn't be persistent.
- Points of interest within a ring containing unusual stuff (see 12, 14, 15 ,21). They would be unknown unless the CMDR has investigated the same type previously.
- Tourist missions to take prospectors to unusual mining places (see 22), particularly big game hunters (see 15)
- Large and Huge mining lasers
- Balance pass over the distributor drain and heat generation of mining lasers
Increase the materials storage.- Coming in Beyond. \o/- Mining missions that take you to USS in a ring, e.g. tip a-off for a jackpot roid (see 21)
- Hotkey to cycle targetting prospector limpets.
- Ability to create a small area with RES type fragment yield increase by dropping a load of bioreducing lichen. Will need to create a semi-persistent USS.
- Missions to drop bioreducing lichen into RES (see 29)
- Prospector limpets that move a tad faster. It's a bit of a joke in the Clipper, Orca or Cutter to sit and wait in front of a roid for your limpet to catch up.
- Ability to package partial tons of an ore instead of venting it, automatically reloaded into the refinery when a bin has been allocated to this ore.
- Rings thick enough to get lost in
- Rings dense enough to be a hazard in a large ship
- Very sparse rings - so sparse they seem more like how asteroid clusters have been implemented, until you fly a little further
- Chaotic rings, very recently formed. These will be hazardous places, but possibly good sources of rare ores (see 12)
- Display the refinery bars on the HUD
- Display the limpet lifetimes on the HUD
- Alternative to lasers for mining, maybe projectile and/or explosive based
- Balance pass over the profitability of mining compared to other professions
- Mining of volatile gasses that is a very different mechanic than collecting fragments
- More mining CGs, particularly ones that aren't just a mined commodity tacked onto a trade CG
- Mining CGs using some of the above suggestions, especially 12. 14, 19, 23 & 29
- A mining SLF. Could open up lots of cooperative gameplay possibilities
1 & 2 are bugs, though very long standing ones (since 1.4). But there is no point at all in any upgrades to mining while these bugs still exist.
4 is becoming more and more necessary with each new type of limpet controller added to the game. The controllers will also severely limit any future enhancement to mining.
6 is delivered and 26 is coming in Beyond. I have left these in, but struck-through, as the cross-references are becoming a bit complex.
Some are quality of life suggestions, others gameplay. There may even be some that are mutually exclusive. I am aware that some of these suggestions are complex, and would need a fair bit of development. Beyond may well invalidate some of this list, or better yet already include a few.
(edit) - added a few more to the list, from No 42
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