Avorion

Avorion

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New auto mining system sort of sucks
If I visit a sector with a miner and give it manual orders to mine it generates wildly more resources from a single system than it does using the new "select a square for this mining mission" thing.

Is there a way to use the old mining command from the star map that I'm missing? Manually selecting craft in sector to start them mining is super annoying.

Either dramatically increase the resources (and take away the need to click a button to get resources from the captain--what was the point of that exactly?) or bring back the old mining command in the starmap unless I'm retarded and it's there and I'm just not finding it.

When I set a ship to mine using a manual command in sector it produced way more results than when I used the starmap mine command on the same area, like 10x more in the same time period.
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Showing 1-7 of 7 comments
Cactus-Cat Aug 23, 2021 @ 10:06am 
The new mining becomes a lot better if you can max out all modifiers.
I did a quick 30 min test with one of my ships and with the old system it mined:
1,5k Iron
11,2k Titanium
31,1k Naonite
102,9k Trinium
94,9k Xanion
(241,6k ore - refining times, fees and travel time would reduce the long term production)

With the new system I would get a minimum of:
7,3k Iron
24,2k Titanium
46k Naonite
77,4k Trinium
96,8k Xanion
(At least 251,7k refined metal, up to +25% more depending on RNG)

It seems like the new system is better than the old system if you can get all modifiers to 100%.

https://steamcommunity.com/sharedfiles/filedetails/?id=2583068495
If I put all my mining ships and a battleship into one group then the pirate chance drops to 6%
Last edited by Cactus-Cat; Aug 23, 2021 @ 10:28am
Bobucles Aug 23, 2021 @ 1:31pm 
Indeed, endgame mining missions near the core are extremely powerful and very competitive to live mining. Everything before that point is pretty weak. This is partly due to captains being lower level. Mostly, the total mined resources decrease to very low values away from the core, while live mining can still find great hauls like 80k iron asteroids and such.
No Step On Snek Aug 23, 2021 @ 3:46pm 
I'm early on in my first beta 2 game on insane and it's stupidly pointless to use the mine command on ships. Literally 10x the resources in my quick test switching to craft in sector and ordering a ship to autopilot mine vs using the new mining command from the star map.

Maybe they could tune up the far from the core mining a bit, or give back the old mining command as an option you could use. As it stands now I have to directly control each miner long enough to start them mining in a system unless I'm missing something and it's super annoying.
Bobucles Aug 23, 2021 @ 4:12pm 
The system could probably use some number tuning. IRL mining is heavily dependent on strong, high efficiency turrets and gets drastically slower with each tier (rocks get 1.5x HP per tier). A typical ship might rip and tear iron asteroids and thus pull in heaps of iron, but can struggle with trinium asteroids and have modest returns. The mission system seems to not really work this way, the main profit modifiers are distance from the core and time per asteroid(fast mining traits are REALLY strong).

I also think there's no difference between cooked and raw lasers for missions? They certainly make a colossal difference with IRL mining.

To better match IRL mining, the mission system needs to be less distance dependent (like 50% instead of 90%) and far far far more turret dependent. The fast mining traits also might be weighed too strong, but quirky captains are probably more fun that way.
Last edited by Bobucles; Aug 23, 2021 @ 4:14pm
No Step On Snek Aug 23, 2021 @ 6:07pm 
Originally posted by Bobucles:

To better match IRL mining, the mission system needs to be less distance dependent (like 50% instead of 90%) and far far far more turret dependent. The fast mining traits also might be weighed too strong, but quirky captains are probably more fun that way.

That sounds like it would be an improvement. I'm not sure why balancing for only the late game makes sense, but maybe that's because I tend to play on insane with limitations (no turret factories or duplicating of turrets, period) and drag my games out 300+ hours (I'm at 1200ish hours played at this point).
KellyR Aug 24, 2021 @ 12:12pm 
Originally posted by No Step On Snek:
Originally posted by Bobucles:

To better match IRL mining, the mission system needs to be less distance dependent (like 50% instead of 90%) and far far far more turret dependent. The fast mining traits also might be weighed too strong, but quirky captains are probably more fun that way.

That sounds like it would be an improvement. I'm not sure why balancing for only the late game makes sense, but maybe that's because I tend to play on insane with limitations (no turret factories or duplicating of turrets, period) and drag my games out 300+ hours (I'm at 1200ish hours played at this point).
They specifically wanted to slow down the early game and make it take longer.
Petresko Aug 26, 2021 @ 12:59pm 
Originally posted by KellyR:
They specifically wanted to slow down the early game and make it take longer.
The way they went about it is stupid.
I was hoping there's be some meaningful fixes to mining by this point, but alas. I opted out of playing this game after playtesting the beta for a few days and seeing the discussions, it looks like nothing has changed in 3 weeks outside of fighter buffs.

Increase grinding + Add no content = No fun
Simple as that.

Same old missions, same old predictable pirate attacks, same old grinding steps towards the middle.
Last edited by Petresko; Aug 26, 2021 @ 1:00pm
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