Mining Changes
- Aury
- Fleet Admiral
- Posts: 5510
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
Well, I'm still pushing for not having mining as a main-branch for the average playership; perhaps if someone made a playable mining rig that was entirely centered around mining (and obviously self-defense/whatever combat necessary) as its primary duty (thus giving that tradeoff from the very nature of the ship itself), but for the average playership, mining would be removed from needing to be a tradeoff in the first place and simply be more of a little thing you can do on the side for extra cash. Thus that would get rid of the need to have the trade-off requirement.
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
I had a few ideas regarding mining.
One of them involved separating prospecting from mining. Prospecting is what players would do - find minable asteroids using various tools (mining lasers, scanners, whatever). Mining would be done by NPC ships specially equipped to do so, and the player would have to defend them from claim jumpers, raiders, etc.
Another one would be more effects when asteroids are hit by mining weapons. Radioactive clouds (think actinide waste cannon), etc.
One of them involved separating prospecting from mining. Prospecting is what players would do - find minable asteroids using various tools (mining lasers, scanners, whatever). Mining would be done by NPC ships specially equipped to do so, and the player would have to defend them from claim jumpers, raiders, etc.
Another one would be more effects when asteroids are hit by mining weapons. Radioactive clouds (think actinide waste cannon), etc.