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Thanks, I was hoping to get some feedback on this. Eight ships should be really enough for a mining fleet. And that grind time was NOT intended.
I'll be looking into this, but I'd great to know more about ships you use - and number of resources you have/aim for.
Also, how do you mine? Captain Orderss? Loops? Manual?
Issue does start around M4/M5's with Trinium lasers and up. The other issue is that... Captain Mining orders seem to just ignore attached turrets. If there's a single one, it's the same as 8 (what the hell?)
I'll tweak both missions and turret energy usage, to match closer available energy from suggested ships - and averaged income per hour.
EDIT:
I did not respond properly to your feedback. Many thanks for detailed answer, and reaching out.
I don't use captain missions that much, and no issues were reported - so part of balancing was made on assumption, that current values scale well in less tested scenarios.
Thanks again.
Those have increased yield already, but adding actual usage of what ship has seems to be too much work.
So, I'll probably just leave that part as is - order loops are working correctly, and energy usage of mining/salvaging turrets has been toned down just now.
I did read all those (deleted)posts, really appreciate your effort to share.
Yeah, I see what upgrades you've picked and how that works for roles.
It's fun to see new upgrades working, especially for players that put effort into making 100% out of a sandbox game :D
You have a really interesting way of playing, and I see how new energy requirements get limiting.
While Refiner turrets allow a little bit more flexibility, since you can trade cargo space for energy - that's not a recommendation I'd use here.
I'm not sure about changes applied "by default" for Mining, but I could make optional mod in "Xavorion Tweaks" series - the question is, what would you like to see changed exactly?