I'll repeat my mining quality of life improvements from another thread:
- 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 controllers 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 are getting this one. \o/- 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 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)
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