Avorion

Avorion

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Mining Captians - Quantity?
About how many mining ships with mining captains do you typically have in the Xanion stage?
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mostly dedicated teams for iron-titanium/naonit/trinium and so on 1-2 ships.
it helps if you have 1 combat captain in there then the chance for ambushes goes down more
rickcarson Jan 30 @ 7:45pm 
Given that I need 8 ships to cross the barrier, I usually have approx half the fleet dedicated to economic activities.

For Xanion there's a soft limit on building 19 ships (4x material tier (5), minus 1)

So I would typically build about 17 ships. And so maybe 9 would be doing economic things.

Maybe:
2 miners in titanium region
2 miners in naonite region
2 miners in trinium region
2 miners in xanion region
1 merchant running missions
2 explorers
1 dedicated ship for fighting energy lab
1 dedicated ship for fighting bottan (because smuggler captain)
1 'lady'
1 flagship
2 either escorts or salvagers or a mix of escorts/salvagers

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In my current game I haven't found any decent merchant captains, so I've got 7 mining ships, all with 60 mining fighters, and they're split 3/4 in xanion and trinium areas

So each miner will a full complement of mining fighters has its output increase from approx. 240,000 materials per hour to 600,000 materials per hour. So it's roughly the same as ~20 miners without fighters.

When I need money I just sell off several millions of whatever I don't think I'll need.

I've built two stations (from claimed asteroids), one plat/gold and the other plat/silver (it had better economics in the area), and I think they've made about 20 million profit, which doesn't even cover their construction costs. The point of them though is to have a dedicated fighter building location. Each of them builds one row at a time (so super fast but I need to go in and clear out the production lane regularly). The fighters are from a trinium fierce r laser with 90% efficiency, so I think the original was slightly more than 27 DPS per second on a 3 socket laser. (So ~9 DPS per socket). The fighters build in about 1:18 each.

It's a big upfront investment in trinium, and technically it's better if I'd used a xanion laser, but I had/have an absolute lack of equipment docks and core faction territories in deep xanion (i.e. abutting the barrier).

When I cross the barrier I'll do some shopping for ogonite lasers (both salvaging and mining, since they're always useful everywhere) to make fighters out of and set up some new bases.

When I break through the barrier the plan is to
Great post RickCarson, thank you. That is very close to my fleet, though I was able to find 2 good trading captains. The trading missions vary greatly. Sometimes I can get 700k-1.2m, but more often it is 50-100k. Have to do lots of scouting with the explorer captain to find the good routes. Just got a new trading module also, so will see if that helps once I fit it to one of the traders.
Last edited by neo.corricon; Jan 30 @ 8:19pm
Originally posted by rickcarson:
Given that I need 8 ships to cross the barrier, I usually have approx half the fleet dedicated to economic activities.

For Xanion there's a soft limit on building 19 ships (4x material tier (5), minus 1)

So I would typically build about 17 ships. And so maybe 9 would be doing economic things.

Maybe:
2 miners in titanium region
2 miners in naonite region
2 miners in trinium region
2 miners in xanion region
1 merchant running missions
2 explorers
1 dedicated ship for fighting energy lab
1 dedicated ship for fighting bottan (because smuggler captain)
1 'lady'
1 flagship
2 either escorts or salvagers or a mix of escorts/salvagers

--------

In my current game I haven't found any decent merchant captains, so I've got 7 mining ships, all with 60 mining fighters, and they're split 3/4 in xanion and trinium areas

So each miner will a full complement of mining fighters has its output increase from approx. 240,000 materials per hour to 600,000 materials per hour. So it's roughly the same as ~20 miners without fighters.

When I need money I just sell off several millions of whatever I don't think I'll need.

I've built two stations (from claimed asteroids), one plat/gold and the other plat/silver (it had better economics in the area), and I think they've made about 20 million profit, which doesn't even cover their construction costs. The point of them though is to have a dedicated fighter building location. Each of them builds one row at a time (so super fast but I need to go in and clear out the production lane regularly). The fighters are from a trinium fierce r laser with 90% efficiency, so I think the original was slightly more than 27 DPS per second on a 3 socket laser. (So ~9 DPS per socket). The fighters build in about 1:18 each.

It's a big upfront investment in trinium, and technically it's better if I'd used a xanion laser, but I had/have an absolute lack of equipment docks and core faction territories in deep xanion (i.e. abutting the barrier).

When I cross the barrier I'll do some shopping for ogonite lasers (both salvaging and mining, since they're always useful everywhere) to make fighters out of and set up some new bases.

When I break through the barrier the plan is to
cant you just make a alliance and double your shipcount?
you can take ressources out of the bank and also money so you can double your shipcount but then you just have 2 banks 1 for the alliance and 1 personal...
thestile Jan 31 @ 1:11pm 
I usually only have one miner for trinium and xanion. If you salvage some of the later boss ships and the pirate bases (close to the barrier) for the missing freighter missions, you can get tons or ore with a salvage ship. You need a massive cargo bay to make it useful though. Or you can make multiple trips.

The mining missions are a nice supplement but I usually go the salavage route. I find it more enjoyable breaking apart ships and stations:)
Last edited by thestile; Jan 31 @ 1:12pm
> cant you just make a alliance and double your shipcount?

I don't need to, and all that faffing around to cheat the ship limits is pointless as soon as I unlock Avorion, which AFAICT is actually easier to do _without_ mucking around with alliances (and thus splitting the rep gain).


FWIW I can cheat the ship limits in a bunch of other ways, but it's usually self defeating.

E.g. I build 13 ships in titanium. Now I go to build a ship in naonite and oops I need trinium.

In any case the 50% ratio serves me well. E.g. each unlock offers 4 new ships, and so I make 2 miners for that tier. It doesn't interfere with the 1-2 merchants, since I have two 'banked' from Iron (i.e. while I do initially have miners in iron, I don't have any long term permanent miners in iron (e.g. after about no more than 6 hours I move them up to do other things)).
> I usually only have one miner for trinium and xanion.

If you're going to build fighters (for mining or salvaging) they're _very_ hungry for whatever building material you're making them out as (as determined by the initial laser).

In that case the demand is a lot higher. Of course you can overdo it. In the playthrough I described above I had something like 20 million trinium more than my other metals so I sold off about 10 million of it for ~170 million credits.

--------

FWIW the hunt for good lasers (either mining or scavenging) is a PITA in xanion/trinium. If I found a bunch of good salvaging lasers I'd be tempted to jump on the salvage bandwagon earlier too.

I found salvaging (in general) slows me down a lot though. I get a lot more stuff 'per kill', but then it means I don't make as many kills per hour, so there's a considerable trade-off re. 'theoretical efficiency'.
> The trading missions vary greatly. Sometimes I can get 700k-1.2m, but more often it is 50-100k. Have to do lots of scouting with the explorer captain to find the good routes. Just got a new trading module also, so will see if that helps once I fit it to one of the traders.

I feel like something has gone wrong there. Some possibilities:

(1) you're not trading in core faction areas
(2) you're not trading in core faction areas in trinium or higher (stations further out don't have large inventories)
(3) you haven't run a scout over the area in advance
(4) your cargo space is laughably inadequate (???) - if it's at least 10k it won't be that.
(5) you're not waggling the trading area around trying to find a good deal
(6) you're not using the skinny options (it sucks up considerable time)
(7) you have inadequate starting capital (sell some ores)
(8) you're not using the slider bar to maximise the amount of money you're chucking at it
(9) your merchant captain has garbage perks (try using a tier 3 instead)
(10) jump distance isn't hugely important (so long as you have 'enough') but cannot be neglected

It's rare that I settle for a trade route that pays less than 1 mil per leg, and I use the slider to double that to 2 mil per leg. Usually there are 4-5 different goods that fulfil that criteria in a factions core territory.

If I can't find any routes like that on the map I'll find a different race to go trade with, and send them to their core territory. (This happens probably less than 20% of the time)

NB: with two (or more) explorers running constantly I can usually find some good core territories in the trinium/xanion rings.
Great punch list.
Looks like I need to increase my cargo space.
What are the "skinny options"?
Last edited by neo.corricon; Feb 1 @ 6:06pm
Rix Feb 1 @ 9:03pm 
Theres a limit of ship you can Own ??? i play sandbox
Originally posted by Rix:
Theres a limit of ship you can Own ??? i play sandbox
well if you construct a ship you need to pay ressources (starting with iron-titanium-naonit-trinium-xanion-ogonit and finally Avorion) and after if you make to many ships in the outer rim and have not been to the middle yet you need avorion for the ships and you cant find that outside of the middle so you are limited in the amount of ships you can have until you get your hands on avorion
Originally posted by Rix:
Theres a limit of ship you can Own ??? i play sandbox

Not once you get to Avorion. ¯\_(ツ)_/¯
damn... and i still fly around in only one ship... =P
Originally posted by lalelunatic:
damn... and i still fly around in only one ship... =P
well jea you can play the whole game in 1 ship but then you need to farm everything yourself XD
Originally posted by Das Trojanische Pferd:
Originally posted by lalelunatic:
damn... and i still fly around in only one ship... =P
well jea you can play the whole game in 1 ship but then you need to farm everything yourself XD

It's called OBSM (one big ship meta).

Up until recently I'd never done it myself, but when I was trying out different ways to speed-run to Avorion it's one I gave a go, and to my great surprise it beat all previous methods hands down.

The trick is that only having one ship is a massive time saving. The time you lose by hand-mining is made back tenfold by not having to find guns and subsystems for ten other ships and do (and re-do) the outfitting for them over and over again.

I then refined it further, with OBSM + 2. The extra two ships are a miner (which you can kick off in the starting sector as outlined above) and then later a trader.

I think I could have done even better than I did, but it would require aligning the materials in my [ship design to beat the Energy Labs] better with whatever I was using in tier 8 and early tier 10.

Essentially right now for me if I do this there's an inefficiency because I have to over-mine certain resources that then sit fallow later on.

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NB: I don't recommend speed running in Avorion. the fun of the game is finding the time sinks that you enjoy, and then sinking time into them.
Last edited by rickcarson; Feb 3 @ 11:24am
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