Mining - We need a true mining ship!

Mining has changed, is more realistic and more profitable, but unlike all other roles, there is no specific ship for mining. I know there are several multipurpose ships that give all roles such as Python or Anaconda, but if we have specific ships of combat, cargo, passengers and exploration, why not a specific ship of mining? For example a T8 or T11, which could use as the T7 and T9 as the base model. It was enough to have a more industrial (very yellow and black) aspect, as advantage mining tools only available to these ships as a pulse wave analyzer with core proximity alert, level 5 refinery in which we can refine 15 different materials, better maneuverability and as disadvantages less internals and the impossibility of placing weapons in the specific hard points for mining tools.
A bad ship for combat and inferior to trading but excellent in only one thing ... Mining!
 
so how are you going to nerf trading for this ship and still make it great for mining? and do not bring in locked module slots, we do not need any more of these stupid things... We finally got rid of these on the Passenger ships.
 
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I haven't tried the new mining system yet, but the Asp scout or Cobra MkIV (if you have access to it) seem to check a lot of boxes to make a decent miner. I used to mine before (did it in a T9, Python and Asp explorer) and I ended up like the smaller ship as it made for shorter sessions.
 
Before 3.3 mining it was about how large your ship was. Now it about ship size and how it moves around an asteroid.
 
Before 3.3 mining it was about how large your ship was. Now it about ship size and how it moves around an asteroid.

That's not quite true, you're only marginally faster in a maneuverable ship compared to say, a Corvette.
But the large ship does have the larger shields, larger cargo, larger collectors, larger refinery etc.

Regarding OP I think a ship good at trading is always good at mining too, and vice versa.

For me a dedicated mining ship should be like the Corvette. Actually, my mining ship is the Corvette :D
 
so how are you going to nerf trading for this ship and still make it great for mining? and do not bring in locked module slots, we do not need any more of these stupid things... We finally got rid of these on the Passenger ships.

Uh, dammit... because the obvious answer was that it would have locked slots which could take a refinery and nothing else but a refinery. :D
 
Uh, dammit... because the obvious answer was that it would have locked slots which could take a refinery and nothing else but a refinery. :D

Perhaps the answer isn't to nerf mining to where it doesn't compete but buff trading to where it does?

Trade ships need two things: big cargo holds and big defenses (not offenses). Better turret placement hardpoints, larger module slots for cargo and shields, fighter bays in not just the Type-9 and Cutter, and large enough distributors and power plants to handle these needs. The tradeoff is low speed, middling FSD range (multi-roles suit the long-distance rare trader far better, and this makes sense anyways) and lack of hardpoint utility for anything BUT turrets.

Mining Ships need two things also: cargo holds and slots for equipment. Hardpoints better suited for mining, internals that are of smaller size but more numerous for the myriad equipment and holds, better agility for navigating asteroids and a stronger FSD for traveling as you search for 'that perfect spot'. The tradeoff is low defenses (bring a friend or mine quickly) that rely on 'flight' instead of 'fight', and ample cargo but not comparable to a trade ship (your cargo is worth more per ton after all).


So let's use two existing examples and how they could be modified: the Keelback and the Asp Explorer, a trader and a miner.
- The Keelback can have robust defenses with larger slots and a SLF and properly placed hardpoints for turrets. The slots are few, but greater in size to increase cargo at the expense of variety of modules. FSD is middling to allow normal transportation across nearby systems, but you don't want to trade rares in it.
- The Asp Explorer has many hardpoints and slots, but of smaller sizes and more forward-oriented to make mining easier and intuitive, while also have strong engines for agility and a solid FSD for traveling to new sites or returning with your most recent find. It's smaller slots limit shield strength and total cargo capacity compared to the Keelback, but it'd make a strong deep-space miner or a quick in-n-out ship for high-risk mining sites.


Just my two cents on ship design...I agree, locked slots are pointless and not needed as many other ship stats can be augmented directly (Hull, Mass, Internals Size, Ship Size, Agility, etc.) to create 'classes' of ships without totally restricting the commander. I explore in my Corvette, for example, fully fitted for combat - it only has 30ly range but I love flying the thing. That doesn't make it superior to an Anaconda, but I'm not 'forced' to use an Anaconda to get the same thrill of a large ship fully outfitted with 4 SRVs and SLFs to play with in the black! Ship Design should follow these sorts of guidelines to provide choices without creating either extreme of 'Any Ship Can Do Anything' and 'Only This Ship Can Do This'.
 
We already have a new mining ship: Type 10 [yesnod]

BTW you don't need to go 'inside' the debris as all the large chunks rotate so you can use the Abrasion Blaster from the outside. And use A rated collectors for the range.

MP
 
We already have a new mining ship: Type 10 [yesnod]

BTW you don't need to go 'inside' the debris as all the large chunks rotate so you can use the Abrasion Blaster from the outside. And use A rated collectors for the range.

MP

Actually B-rated have longer range, if that is the important thing...
 
We already have a new mining ship: Type 10 [yesnod]

BTW you don't need to go 'inside' the debris as all the large chunks rotate so you can use the Abrasion Blaster from the outside. And use A rated collectors for the range.

MP

I don't know if this has changed since 3.3 or not, but A rated prospector yield more ore. Always go for A rated prospector IMO.
 
The Type 8. A Type 7 that's given the Keelback treatment designed to be used for mining. Sure you can use it for other trades but it's ideal design would be for mining with thought given to hard point placement.
 
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