Here is suggestion to make the search for planetary materials less tedious and how to -partly at least- deal with the feeling that it's all totally random. Which eventually becomes frustrating.
I was inspired with EVE Online's planetary UI: as you can see in example below, sort of "heat map" is generated for each planet and by moving sliders around, player is able to get pretty accurate picture where is what, and in what amount (aproximately):
Now, I don't really know how ED generates resource nodes on planets and is the mechanics similar to EVE's even technically possible, but nonetheless I think it's worth trying to bring up this idea; albeit, simplified for ED. Concept illustration:
System should be pretty straightforward from the player's perspective:
I was inspired with EVE Online's planetary UI: as you can see in example below, sort of "heat map" is generated for each planet and by moving sliders around, player is able to get pretty accurate picture where is what, and in what amount (aproximately):


- scan the planet with DSS (resource map won't show up without this)
- open up planetary view
- list of resources marked with different colours appears on the screen (in my example sorted from the rarest on the top to most common materials towards the bottom)
- sectors on the planet are marked accordingly
- click on the sector which contains material you are interested for
- place the bookmark there so that you know where to land
- this does NOT mean that the sector marked with certain colour contains only that material: it is just telling that there is relatively higher chance for spawn in comparison to other materials and/or different sectors; everything else on the list will be still showing up every now and then while you're driving a SRV. I won't go into details, but formulas should be fairly easy to define so that the player can really notice the difference in yield.
- empty sectors are NOT deserts devoid of all resources: everything that the planet contains can be found there too, but in comparably smaller quantities; general proportion between the rare and common materials remains valid for those sectors.
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