Tag dart launcher for mining

copied from my comment on the current dev update thread:


In terms of features to help miners, I had an idea for an item: I found one of the hardest things about mining was how disorienting a large asteriod field can be. I often found myself prospecting rocks I'd already mined out, wasting lots of time covering the same ground repeatedly. Yes, you can get around this by using stars as fixed reference points, but it's not easy. I actually took to lasering a big X on rocks I'd finished with, which kinda helped so long as NPCs weren't in the same area and overwriting my marks.

The bit of kit I found myself wishing for (apart from a new scanner that would track and identify rocks) is some sort of launcher that would let me put a tag on a rock. I envisage it being a weapon hardpoint item, with a consumable ammo supply (a fairly large supply, maybe 50-100 or so, maybe more). No combat value at all, slow rate of fire, single shot. A shot would launch a small 'dart' type projectile which would attach to a rock then activate a battery powered transponder. The transponder would then show up on the scanner as a white contact (or even better a different colour), perhaps only for the player that launched it so as not to spam other players' scanners (easily explainable via transponder frequencies). The lifespan of the transponder should be fairly long, maybe 30-60 minutes before it goes dark (and can then be removed from play by the game engine).

Miners could use this in a few ways, I'd mostly use it to keep track of where I'd already been in a field, I could see it also being useful if I was prospecting through a belt just test-drilling to find the good stuff. Mark the rocks I care about then make a pass back doing the actual bulk mining operation.


I hope someone at FD will seriously consider this suggestion, I don't think I'm asking for anything that isn't already supported by existing code and mechanics. The only thing I'm calling for that doesn't already exist is the darts sticking to rocks instead of bouncing off like everything else does. The rest of the framework for this is already in place, weapons, ammo, white contacts, limited lifespan in space, I'm just combining them in a slightly new way. I confess my coding ability is firmly in the novice/student bracket, but this seems like it wouldn't be terribly hard to implement.
 
Sounds like a nice Idea,
Maybe a Primary Shoot key will shut it down, and Secondry Shoot Key add a Day to its life?
Em
 
Maybe, though that'd add a bit of complexity for the devs.

I suppose there could be a couple of versions, if you want remote controllable darts they'd cost a bit more than my cheap and dumb version.
 
Maybe, though that'd add a bit of complexity for the devs.

I suppose there could be a couple of versions, if you want remote controllable darts they'd cost a bit more than my cheap and dumb version.
True - the early aviators said Simplificate and add lightness... No one listened !
;)
 
I just outfitted a second cobra for mining and was playing around with it again this weekend... The way it is right now it is just not a viable way to earn a living. I can earn 20-30k in minutes in combat bounty hunting. Trading if you can stand the grind you can make mad money. Mining has the grind with frequent breaks to switch asteroids or catch fragments. Toss into this the constant cycling to the hopper.... Its nuts. Some suggestions.

1. Auto Select Hoppers - I mine a new fragment mineral type if I have a open hopper slot the mineral automatically goes into this. Once I fill up all my hoppers then I have to manually decide, after all I can always vent the hopper later.

2. 4-6 hoppers is not enough.... allow adds. Sorta like the reinforced hull or the shield booster (or even the detailed scanner that requires a discovery scanner) If I have free slots let me buy additional bins.... It can be easy as 1-2-3 ie one additional hopper per bay size. So my cobra with 3 size two bays could get 1 refinery ( 6 hoppers) with the additional 2 size 2 bays I could get two 2 hopper adds. This would give me a total of 10 hoppers.

3 The asteroids mine out to fast.... I would love to see this mechanic go away. Trust me no one will get rich mining even if they are mining rare minerals. But if you have play out the asteroid make the numbers more realistic. Say 100 fragments from a large asteroid, 50 from a medium and 25 from a small.... I am lucky to get 10 on most the asteroids, and cause it plays out so fast it leads back to the original suggestion that it becomes hard to track what ones I have mined and which I haven't.


Rapid Fire
 
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