mining
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Maarschalk
- Captain

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mining
Each of the 5 Cargo bays can hold 25 units so that is a total of 125 units. Now nowhere is it specified what that unit is! Is it Kilograms, Pounds, Barels or Tons? My guess it is metric Tons it is all relative how you define the unit!
So 125 metric Tons = 125,000 Kilograms....that is a lot of Cargo!....
:P
So 125 metric Tons = 125,000 Kilograms....that is a lot of Cargo!....
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snapjaw
- Ensign

- Posts: 9
- Joined: Tue Jan 24, 2012 6:25 am
mining
I understand that there is only 5 cargo bays, which I assume make it easier to display on the Inventory menu, but couldn't there be another way to have higher "classes" of cargo bays?
For example, why not make a class 6 cargo container still be 5 cargo slots, but each one is 30 units instead of 25. You could then make a class 6 cargo container take up more assembly points. If this is something that could be added to the game or modded, it would be cool and could give large trading ships the "feel" of being a really big cargo hauler, sacrificing assembly points for more cargo space and less of something else.
An example of how this would look like in game terms, keeping the same pattern as the current cargo bay system would be the following:
Cargo Bay/Class 6: 90 Assembly, 5X30=150 cargo space
Cargo Bay/Class 7: 105 Assembly, 5X35=175 cargo space
Cargo Bay/Class 8: 120 Assembly, 5X40=200 cargo space
Cargo Bay/Class 9: 135 Assembly, 5X45=225 cargo space
Cargo Bay/Class 10: 150 Assembly, 5X50=250 cargo space
That way there would be 10 Classes of cargo bays much like there are 10 Classes of most ship parts.
What do you guys think?
For example, why not make a class 6 cargo container still be 5 cargo slots, but each one is 30 units instead of 25. You could then make a class 6 cargo container take up more assembly points. If this is something that could be added to the game or modded, it would be cool and could give large trading ships the "feel" of being a really big cargo hauler, sacrificing assembly points for more cargo space and less of something else.
An example of how this would look like in game terms, keeping the same pattern as the current cargo bay system would be the following:
Cargo Bay/Class 6: 90 Assembly, 5X30=150 cargo space
Cargo Bay/Class 7: 105 Assembly, 5X35=175 cargo space
Cargo Bay/Class 8: 120 Assembly, 5X40=200 cargo space
Cargo Bay/Class 9: 135 Assembly, 5X45=225 cargo space
Cargo Bay/Class 10: 150 Assembly, 5X50=250 cargo space
That way there would be 10 Classes of cargo bays much like there are 10 Classes of most ship parts.
What do you guys think?
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countjimula
- Lieutenant

- Posts: 105
- Joined: Thu Sep 15, 2011 4:56 pm
mining
You will not have it with you, but you can store I think 5 items per station in the station's hanger for a fee. I would look into having a fleet, I am not sure what the trading system is for ships in your fleet, but I do know you can command them to go mine, but exactly what this means I do not know.
In the game Transcendence you can have what I think are called mule ships that are automated ships that carry cargo, something like that would be very cool in this game. One great thing about them is that they are automated, so you only pay for them once and you can command them to stay (to keep them safe), or form up and follow you.
In the game Transcendence you can have what I think are called mule ships that are automated ships that carry cargo, something like that would be very cool in this game. One great thing about them is that they are automated, so you only pay for them once and you can command them to stay (to keep them safe), or form up and follow you.
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Maarschalk
- Captain

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mining
The game is kind of balanced to prevent exploits to become rich to quickly without exploring and enjoying all the game has to offer and would make it to easy. You just go mine and fill as much Cargo as you can with the new class Cargo's and then the rest of the game becomes to boring and easy because you can buy everything you want early on whith out any real struggle.....jmho!.....

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snapjaw
- Ensign

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mining
I hear what you are saying Maarschalk, because I thought the same thing when I first started mining. I think it is Outpost 5 that is pretty much inside an asteroid field, so it is really easy to mine and return to base, sell, then go back to mining.
I almost wonder if it would be better to increase the time it takes to mine things like asteroids and planets (but keep water and oxygen the same). That way you would have to invest some more time to fill up on diamonds and platinum, which in turn, would be the trade off of spending that time doing a mission or something else for that money.
Also, you could change some asteroid regions to contain NO platinum or no diamonds, thefore forcing you to explore to find the better commodities. As it is now, I seem to get Metal, Diamonds and Platinum out of any asteroid.
If you mix this concept with my ideas about larger cargo bays, then miners would be more dedicated and would be willing to have the larger cargo bays in lieu of other assemblies and spend more time to get a worthy haul. The trade off would be having a more vunerable and possibly slower ship and they would be mining instead of completing combat or other types of quest.
Either way, obviously it is important to think about balance, and there would have to be tweaks. But I am just saying that most of the balance should be between time, money and risk, to keep all of the varoius activities fairly equal.
I almost wonder if it would be better to increase the time it takes to mine things like asteroids and planets (but keep water and oxygen the same). That way you would have to invest some more time to fill up on diamonds and platinum, which in turn, would be the trade off of spending that time doing a mission or something else for that money.
Also, you could change some asteroid regions to contain NO platinum or no diamonds, thefore forcing you to explore to find the better commodities. As it is now, I seem to get Metal, Diamonds and Platinum out of any asteroid.
If you mix this concept with my ideas about larger cargo bays, then miners would be more dedicated and would be willing to have the larger cargo bays in lieu of other assemblies and spend more time to get a worthy haul. The trade off would be having a more vunerable and possibly slower ship and they would be mining instead of completing combat or other types of quest.
Either way, obviously it is important to think about balance, and there would have to be tweaks. But I am just saying that most of the balance should be between time, money and risk, to keep all of the varoius activities fairly equal.
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Raemond
- Ensign

- Posts: 3
- Joined: Wed Jan 25, 2012 8:05 pm
mining
Some games (like eve online) make mining more profitable in more dangerous areas. People have to team up in order to get the best outputs from mining. You could start off mining crappier resources in completely safe (for the most part) areas, but if you wanted the good stuff you had to enter dangerous territory guarded by certain factions.
This would be a great addition to the game imo.
This would be a great addition to the game imo.
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Marvin
- Global Moderator

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mining
From post: 126361, Topic: tid=8580, author=snapjaw wrote:Also, you could change some asteroid regions to contain NO platinum or no diamonds, thefore forcing you to explore to find the better commodities.
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Busch
- Captain

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mining
Well, back in Legendary days, Lost Rucker was one of those places for those special asteroids. Mercenary lets you purchase 5 specific mining beams, (ie: Classic, Diamonds, Gold, Metal, and Platinum.); and you can mine anywhere you like! Platinum prices, in almost any system, bring those premium rewards! The more risky the weather, (Moderate - Hostile) the better the reward. Is that not enough ? It's already built into the game. Ah, good luck mining the Pearl.
[Edited on 1-26-2012 by FADM Busch]
[Edited on 1-26-2012 by FADM Busch]
Commander

[SW] Clan Squadron Lead - Retired
Call Sign: Busch



[SW] Clan Squadron Lead - Retired
Call Sign: Busch



