We know as part of next year's "Beyond," mining is getting some love. Over a year ago I posted some suggestions around two matters, 1) Procedural distribution maps, 2) Stateful resource hot spots.
The second of these I'd see as really offering an important means of moving mining and exploration (even trading?) forwards in a positive direction. As my posts from all that time ago are now locked, I'm now reposting these thoughts, now with "Beyond" (& multi-crew) in mind...
Procedural Distribution Maps
An easy way to add some more immersion and depth to the materials/resources found on planet surfaces and planetary rings, would seem to be to distribute the materials such that different areas have different "strengths" of different materials - ie: The dice throws for finding a material would be nudged up/down accordingly.
As such I'd envisage you could scan a planet or ring, and for the game to then show a distribution map of the materials that fluctuate across the surface or ring. The player could then go to the area that then best skews the dice in favour of what they're after. eg: Want arsenic and iron, then go to the single region richest in both of them, or instead go to the richest arsenic area and then the richest iron area.
Note: This type of approach has been suggested numerous time, by numerous people, in numerous guises...
The distribution would hopefully be procedurally generated, and where possible take "features" into consideration too. eg: Base the distribution of materials on a planet's surface also by height, impact craters, ravines etc etc...
...And In Asteroids
And why not even follow this process down to individual asteroids? Allow tools to scan individual asteroids and show a distribution map of the resources within it. Thus mining a specific area of an asteroid higher in "palladium" will skew the dice (slightly) in favour in finding palladium.
** Stateful Resource Hot Spots **
Now onto what I see as the significant feature. This suggestion seems a means of not only offering more meaning, depth and purpose to exploration, but also a means of offering a myriad of other positive aspects to the game. And a feature that in truth shouldn't be hard to implement IMHO?
When scanning planetary surfaces and planetary rings, rare "Hot Spots" can be found. These are small stateful locations (think a stateful perminent POI) of very rich source of a specific material. Any CMDR traveling to that area will see the "Hot Spot". eg: A Hot Spot of arsenic on a planet. Or a Hot Spot of Palladium in a ring. Consider them a big localised spike in the procedural distribution map.
These are very small areas, which when you mine in them, will heavily skew the dice in favour of finding that material. And most importantly as they are mined and the material/resource in question found, the Hot Spot reduces down, from an initial 100%, down finally to 0% at which time it's gone forever.
eg: You could find a Hot Spot of gold in a ring, at 40%. You therefore know other CMDRs have already discovered it, and indeed allready been mining it. They could have mined it months ago. They might even be mining it right now!
What do "Hot Spots" bring to the game?:-
What impoteous is there at the moment to go and explore and find resources? Why go and mine anywhere other than the nearest never ending ring rich in what you're looking for? Stateful Hot Spots would add some more realistic mechanics into the game and rewards exploration and mining (gameplay wise and CR wise)...
Multi-Crew Considerations
Consider if distribution maps were applied to individual asteroids.
Allow a Fleet Carrier to be called to a resource hot spot in effect to make a "claim" on it, such that no one else can mine there?
Allow the materials being mined to be stored on the Fleet Carrier so mining ships can store the mined resources, and then dedicated transport ships can collect them and take them to a station to sell.
Allow NPCs and even other CMDRs to dock at the Fleet Carrier, purchase the mined resources (eg: gold) and fly to a station to sell (for a profit).
Historical Posts
Here's my original proposal - https://forums.frontier.co.uk/showthread.php?t=258294&page=8&p=4007154&viewfull=1#post4007154
More thoughts on it - https://forums.frontier.co.uk/showt...and-quantity?p=4149754&viewfull=1#post4149754
Some more technical musings...
The second of these I'd see as really offering an important means of moving mining and exploration (even trading?) forwards in a positive direction. As my posts from all that time ago are now locked, I'm now reposting these thoughts, now with "Beyond" (& multi-crew) in mind...
Procedural Distribution Maps
An easy way to add some more immersion and depth to the materials/resources found on planet surfaces and planetary rings, would seem to be to distribute the materials such that different areas have different "strengths" of different materials - ie: The dice throws for finding a material would be nudged up/down accordingly.
As such I'd envisage you could scan a planet or ring, and for the game to then show a distribution map of the materials that fluctuate across the surface or ring. The player could then go to the area that then best skews the dice in favour of what they're after. eg: Want arsenic and iron, then go to the single region richest in both of them, or instead go to the richest arsenic area and then the richest iron area.
Note: This type of approach has been suggested numerous time, by numerous people, in numerous guises...
The distribution would hopefully be procedurally generated, and where possible take "features" into consideration too. eg: Base the distribution of materials on a planet's surface also by height, impact craters, ravines etc etc...

...And In Asteroids
And why not even follow this process down to individual asteroids? Allow tools to scan individual asteroids and show a distribution map of the resources within it. Thus mining a specific area of an asteroid higher in "palladium" will skew the dice (slightly) in favour in finding palladium.

** Stateful Resource Hot Spots **
Now onto what I see as the significant feature. This suggestion seems a means of not only offering more meaning, depth and purpose to exploration, but also a means of offering a myriad of other positive aspects to the game. And a feature that in truth shouldn't be hard to implement IMHO?
When scanning planetary surfaces and planetary rings, rare "Hot Spots" can be found. These are small stateful locations (think a stateful perminent POI) of very rich source of a specific material. Any CMDR traveling to that area will see the "Hot Spot". eg: A Hot Spot of arsenic on a planet. Or a Hot Spot of Palladium in a ring. Consider them a big localised spike in the procedural distribution map.
These are very small areas, which when you mine in them, will heavily skew the dice in favour of finding that material. And most importantly as they are mined and the material/resource in question found, the Hot Spot reduces down, from an initial 100%, down finally to 0% at which time it's gone forever.
eg: You could find a Hot Spot of gold in a ring, at 40%. You therefore know other CMDRs have already discovered it, and indeed allready been mining it. They could have mined it months ago. They might even be mining it right now!
What do "Hot Spots" bring to the game?:-
- You find a Hot Spot of Palladium. Do you mine it immediately yourself? Bookmark it to do in the future and hope no other CMDR find it in the meantime? Or give the location the Mining Rats maybe in return for some commission?
- Consider if FD periodically spawned some resource Hot Spots in a region, in effect to generate a gold rush?
- Consider if FD periodically spawned some resource Hot Spots in a region as part of a CG?
- Consider if FD periodically spawned some resource Hot Spots in a region as part of a CG in OPEN only?
What impoteous is there at the moment to go and explore and find resources? Why go and mine anywhere other than the nearest never ending ring rich in what you're looking for? Stateful Hot Spots would add some more realistic mechanics into the game and rewards exploration and mining (gameplay wise and CR wise)...
Multi-Crew Considerations
Consider if distribution maps were applied to individual asteroids.
- Now the gunner at least has specific targets (rich areas of elements) to look out for and aim at. At least that's a touch more challenging that hitting an entire rock?
- Consider an SLF, if it had a mining laser? It is now useful in that it can more easily get to the specific rich patches on asteroids. eg: consider a desirable area on a far side, or on a rotating asteroid, where a SLF could far more easily manoeuvre around an asteroid to specifically target the areas of richer elements.
Allow a Fleet Carrier to be called to a resource hot spot in effect to make a "claim" on it, such that no one else can mine there?
Allow the materials being mined to be stored on the Fleet Carrier so mining ships can store the mined resources, and then dedicated transport ships can collect them and take them to a station to sell.
Allow NPCs and even other CMDRs to dock at the Fleet Carrier, purchase the mined resources (eg: gold) and fly to a station to sell (for a profit).
Historical Posts
Here's my original proposal - https://forums.frontier.co.uk/showthread.php?t=258294&page=8&p=4007154&viewfull=1#post4007154
More thoughts on it - https://forums.frontier.co.uk/showt...and-quantity?p=4149754&viewfull=1#post4149754
Some more technical musings...
When a Stateful Resource Hot Spot is found:-
Question: Is offering these on planetary surfaces even worth while? Maybe not! At least until mining on surface also includes valuable ores?
So, three examples... You're flying around in new systems and scanning, and you find:-
A ring with a hot spot
It's a hot spot of Painite, measuring 100% of 800t.
Being at 100% no one has mined it at all, and there's still all the 800t left!
A surface hot spot
It's a hot spot of Tellurium, measuring 100% of 40KG (40 fragments?).
Being at 100% no one has mined it at all.
A ring with a hot spot
It's a hot spot of Gold, measuring 70% of 5000t.
Being at 70% of 5000t, clearly someone has shifted 1500t already, but there's still 3500t left! It could have been mined months ago, or there could be people there right now...
- You're told what material it is - Obviously this will vary depending if it's in a ring or on a planet's surface.
- I'd imagine within rings these would be reserved just for more valuable materials?
- And on planet surfaces reserved just for rarer materials?
- An indication of quantity - I'd envisage this would be at its most basic a percentage (left). ie: A 100% area hasn't been mined at all. But one at 5% is nearly exhausted.
- Actual quantity - The actual quantity (originally) could be a specific measure in tons for rings, or fragments (KG?) for surfaces? I'd imagine this would be a random generation with a logical set of brackets. For example for a ring, 500-10,000 tons? For surfaces 25-200 fragments (KG?)
Question: Is offering these on planetary surfaces even worth while? Maybe not! At least until mining on surface also includes valuable ores?
So, three examples... You're flying around in new systems and scanning, and you find:-
A ring with a hot spot
It's a hot spot of Painite, measuring 100% of 800t.
Being at 100% no one has mined it at all, and there's still all the 800t left!
A surface hot spot
It's a hot spot of Tellurium, measuring 100% of 40KG (40 fragments?).
Being at 100% no one has mined it at all.
A ring with a hot spot
It's a hot spot of Gold, measuring 70% of 5000t.
Being at 70% of 5000t, clearly someone has shifted 1500t already, but there's still 3500t left! It could have been mined months ago, or there could be people there right now...
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