The issue with mining fields right now is, quite literally, destroying my faction's chances of even getting off the ground. I have prohibited my members from smuggling and pirating in order to give Junkers a more 'legal' view, at least within rheinland, and that only leaves two jobs for us - trade, or mine.
Mining scrap fields is about the most in-RP thing a junker can do. The only trade routes available to us either cross into bretonia and carry goods which junkers shouldnt be carrying, or break the liberty/rheinland trade embargo. In short: we NEED to be able to mine the scrap fields at kreuzberg and bornholme.
Half the benefit of these fields is that a new player to the server can be provided with a CSV and some rep fixing, head down to bornholme, and make a fairly 'killer' profit doing something that is in-RP, and while there he can learn to properly RP on the server with other junkers mining the field.
Since this 'bug' came along that caused all mining fields to be reduced to 1 unit of material per 'can/rock', the Bornholme field has been literally empty. We get some OORP bounty hunters that fly down to loot the wrecks in the field once a day, and that's it.
So... can we get any kind of response on when this will be fixed, or even IF it will be fixed?
' Wrote:The issue with mining fields right now is, quite literally, destroying my faction's chances of even getting off the ground. I have prohibited my members from smuggling and pirating in order to give Junkers a more 'legal' view, at least within rheinland, and that only leaves two jobs for us - trade, or mine.
Mining scrap fields is about the most in-RP thing a junker can do. The only trade routes available to us either cross into bretonia and carry goods which junkers shouldnt be carrying, or break the liberty/rheinland trade embargo. In short: we NEED to be able to mine the scrap fields at kreuzberg and bornholme.
Half the benefit of these fields is that a new player to the server can be provided with a CSV and some rep fixing, head down to bornholme, and make a fairly 'killer' profit doing something that is in-RP, and while there he can learn to properly RP on the server with other junkers mining the field.
Since this 'bug' came along that caused all mining fields to be reduced to 1 unit of material per 'can/rock', the Bornholme field has been literally empty. We get some OORP bounty hunters that fly down to loot the wrecks in the field once a day, and that's it.
So... can we get any kind of response on when this will be fixed, or even IF it will be fixed?
personally i agree it needs to be increased by a reasonable amount per unit.
Note whats wrong with using the collector? isn't it the same exact ship just a bit better?
Ive had enough of disco for now. I might be back at the next mod release.
Most new players can barely afford a CSV let a lone a collector.
BTW I'd like to see mining as a whole be fixed. Right now it just isn't worth it, you make much more money trading in the same time it takes to mine a load.
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I completely agree with tenacity, i wanted to make a junker character back in the day, but i realized would be boring sitting in a mine field all day farming scrap metal. so i gave up the idea. but if there were better loot, then hey, would give junkers another thought. Some of the loot could even be low class one guns and what not, thrusters, ammo, and even, ship haul panels, engine componants. That would make it much more desirable to be a junker, and you could have amazing stories to tell in bars and stuff on what you've found for the day.....
aye, the JU is dedicated almost entirely to trading and mining operations. We're trying to keep clean of the smuggling and piracy business.
Anyways, I get what bobafett meant now - I can give new players 1 million credits, and with that they can afford:
a) a junker bribe
b) a CSV
The CSV has more cargo space than the Collector, and is about 10 times cheaper. 188k or so compared to 2 million - i'm not rich by any means =P
Anyways, there's two solutions to this mining issue:
1. Keep mining as-is, where each rock or can blasted gives 1 unit of material, BUT remove the ability to buy that material on any bases, and make it sell for much, much higher amounts.
EXAMPLE: Before the change, you could get about 17-20~ units of scrap metal, on average, from a single can blown up outside bornholme. The base buys scrap metal for 500 credits each, which comes out to about 9,000-10,000 credits total. So... the price the base buys scrap for would need to be raised to about 9000 credits per unit.
2. Revert mining back to having rocks/cans 'drop' multiple units of material when blasted.
Either way, mining in general needs to be made more profitable. I would almost prefer the first change better.
Make no bases sell things like niobium, diamonds, scrap metal, etc. They'll only be available from the mining fields, but bases will buy the material for very high prices. 10,000 credits per unit of scrap metal, or something like 20,000 per unit of niobium, etc. This would make mining-based factions (GMG, BMM, IMG, Junkers, Kruger) more popular.
Was mining intentionally dropped down to one rock every single time? I had read it had something to do with (non-lane)hackers, but that didn't make sense because EVERY time I'd shoot at a rock/ice chunk on ALL of my characters I'd only get one unit.
Yesterday I was passing through Theta when the server restart warning came up, so I figured I'd just sit in the cloud (the one with the Gamma JH) and shoot rocks for a couple minutes then f1 out. To my suprise, I actually was getting the correct numbers of artefacts. But, when the server restarted, it was back to one at a time, every time.
I was considering making an IMG character, but with mining at 1 unit a piece, it just wouldn't be worthwhile.
Even without making a mining specific characters, mining was a good startup for new characters, but it goes much more slowly now. And on my main character, I'd sometimes shoot at ice chunks because it was a quick fillup, a minor profit on the way to the next base, and RP-wise an easy yet vital resource to supply the Freeports with.
The only reason why mining was reduced the way it is... is probably down to one of two things...
-hackers using the mining cheat
-bug in the new software
I have a theoretical solution to this problem, that fixes mining up in to a new level...
With the new fl Hook, being able to add plugins, consider this...
you arive at a mining field in your fancy mining ship with a some kind of mining ID.... you type in "/mine 1500" Fl Hook then understands this command searches for what field are you in and strats giving you ore by let's say 100's every few seconds untill you reach 1500. During that time you must stay in the location or mining stops.
This way mining can be made profitable, comparable with trading and at the same time lag "free" as mounting 11 chain turrets on a mining ship and blasting off creates considerable lag...
There would have to be a drawback to this method such as giving of *large laser blasts of mining are being emited from the ship* and similar signatures, perhaps the ship would have to hold still for the entire mining duration, and fell pray to pirates...
Would anyone be interested in such a solution? I currently don't have the time to do it, but it can be done and when I have the time I'll do it.
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Skype: jure.grbec
My primary char: Jose El Nino - Corsair Elder captain of the SS Greenhawk
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That would be an awesome fix Jure. It'd solve the problem of mining being extremely 'stressful', and keep it profitable. Right now, mining is pretty straining on the eyes; unlike a trader, you have to constantly fire at rocks, instead of just hitting F3 to dock at tradelanes every few minutes.
I would suggest more of a time sink though. You use that command for how much you want to mine, or maybe just a generic /mine command (which stops when your cargo is full). You'd get maybe 5-10 units of a resource every 2 seconds, which would keep current mining time about the same.