I feel this is the best path to follow.George wrote:B. Mining must be a trade-off (i.e., you must give up something in another path)
Making consequences should legitimize mining as an alternative path/class.
Mining already somewhat excludes the black market with the cargo hold options. I don't consider this a real trade off because the revenue lost is miniscule and you can still have an ID which will give you 90% of the other benefits. If the miner option had stations that provided similar services to the BM shipyard I would vote to make these two options mutually exclusive.
I like the idea of escalating spawns but would rather see it implemented as a risk associated with choosing the "pure" fighter class/role. Once a base is destroyed, the number and power of random encounters is increased. These enemies would have average to high loot to offset the credits that would otherwise be earned in the other classes/roles.Atarlost wrote:What about escalating spawns? Make moderately dangerous but nonlucrative enemies appear in increasing numbers the longer you stay in a system.
You can still follow the military path and be a miner, but trying to accomplish both should be discouraged. More military missions that require basecracking, thereby increasing random encounters would make mining very difficult. Korolov and mining are similar in many ways and could be tied together more. One thing that's been brought up often is the option to carry freight in missions.
I don't feel that limiting the freighter would be favourable and should not be included in the discussion of mining as a playstyle. The freighter may be better suited to mining but it also makes for a very decent combat choice being able to handle the biggest reactors and armor. Howitzers are also more deadly with the freighter as a stable mount giving the freighter the analogy and feeling of a tank. Alternatively, mining should be made more viable for the Wolfen and Sapphire, namely, cargo capacity and issues with maneuverability. The freighter can mine and only suffers a little in combat but the other ships are just not capable of doing both a little. It's all or nothing.
I like this idea also, which could be used to make our current mining method very tedious but still an option. Add to this, the ability to hire an auton or another pilot from a mining stations that would accompany you and collect the raw ore for you. This would be an optional convenience service but would provide the backbone for the mining mini-game.digdug wrote:what if all asteroids gives you debris to load in the cargo ?
Having the ambiguous ore would allow some 'fudging' in the code to dynamically create ore appropriate to the mined asteroids.
Volcanic asteroids -> volcanic rocks -> (table of appropriate items)
Ice Asteroids -> Ice rocks -> (table...) etc.
This could also open more possibilities and justification for the intermediate economy, taking the raw materials and paying to have it processed into something.
Miners could be hired on an 'hourly' rate, for a maximum amount of time. This would be a major balance factor manipulating the investment cost relative to the probable return. Higher levels would unlock ships with bigger holds and faster but would cost more. Protecting these ships would also be critical, beyond losing any ore they had in them and the initial cost, no other miners from that station would be willing to work with you.
As for player skill, that would be a matter of choice within this mini-game idea.
The twitch - Shoot as many asteroids as fast as possible to fill up the hired ship fast, saving on costs but settling with average ore.
Precision - Seeking out the best quality ore in the highest concentration, trying to optimize the payoff.
Puzzle - Perhaps the auton contract would be limited by the amount of ore they can carry and allow unlimited time in the asteroid field. The player would choose this option if they wanted spend more time searching for a few tons of very high priced ore.
Strategy - Perhaps buying the mine station could be an option, allowing the player to do the mining mini-game as often as desired. Contracts would always be available for purchase. This would also open up options for sending enemies to attack the players property. I'm not sure that owning stations should be incorporated into the game. It conflicts with the overall plot (get to the core) and should only be included if necessary to justify a large investment.