With the successive mining updates, ores have culled from several mining areas into one unique field per ore in the entire galaxy, hopefully increasing activity concentration, improving for profit mining, and promoting inter corporate friction (RIIiiight.....).
However, at the same time, several systems that had little activities other than mining or missioning are now barren, making them only usable for afk trading, or mining water (what?).
My suggestion, for the purpose of adding more simple activities one can do on it's own for rp or small profit, and maybe increase corporate presence in game, would be to reactivate old mining fields and exploration sites, with the regular/vanilla commodities. While powertraders and miners can head to those special mining fields to get the "raw" ores, people who want to roleplay their small branch company, or acquiring materials to support the industry, can go to many other small fields and mine some other stuff, making perhaps some 200c/u on the nearby base of the same faction, or providing the base goods for their own profit on a pob, rather than for the npc profit. Who knows.
The difference of value will not negatively affect the efforts of the "mining" revamp, and will give a few tools that were lost to the players of the mining factions and corporate.
Additionally, increase npc convoy spawning with goods, even if they are not good ones.
Simply signed with: Yes.
Atleast adds variety to the ever boring ten billion water fields. With a suitable profit and all it would be nice. Also, I would even go as far as making this sort of mining "more open" as in, available not just to the IDs receiving mining bonuses on Ores atm but to the IDs in the region. (Might actually give factions not having any mining bonuses, yeah that still exists, wow, some sort of mining and may it just be for RP to do)
Agreed. What keeps me to RP as a poor water-mining - or, correctly speaking, ice-mining guy? Well, except for undroppable water that is.
MOREOVER! I'd even say that thanks to POB mechanics requiring Water as a supply item would make such a career actually a very good (and somewhat profitable) role.
Edit: I'd like to point out mining Water would also be pretty low-income to do, around 400 CrPU, so I think it would be safe not to limit the mining zones to the specific pockets or to give it any depletion rate.
As for NPC cargo, it seems fairly easy to specify what cargo a faction can spawn carrying (Equipment/commodities _per_faction.ini), but harder to make sure they will always spawn with something. I'm also not yet sure what the variables in the file mean however, but it'd be pretty easy to ,say, remove all the water/oxygen entries, so at least when they do spawn with something, its less likely to be crappy for pirating.
Now, as far as making all of these things worth only 200? Nah, I think they should be worth enough to at least partly pay people for their time spent. Not the drastic 9-15k from ore; but perhaps 500-1k within the system, or 2-5k further away.
Yes, with the caveat that I'd like it to be usable for everyone, even if the dedicated IDs still get a bonus. So if you want to RP a shady, criminal-affiliated mining company without Miner ID's rephacks (which would complicate the "criminal-affiliated" bit) for example, or if you want to gradually introduce mining to an existing faction by starting with the lesser commodity to give you an in-game activity to build up to it.
(12-05-2018, 01:32 AM)TLI-Inferno Wrote: Agreed. I would like to see a return of Scrap.
Now, as far as making all of these things worth only 200? Nah, I think they should be worth enough to at least partly pay people for their time spent. Not the drastic 9-15k from ore; but perhaps 500-1k within the system, or 2-5k further away.
It's not that they are just worth 200 credits, it's that the nearest bases that sell them (currently the only source of these "common" commodities) usually price them at 100, 200, 250 at maximum in most cases, making it the baseline price for them. Naturally, that base price will be the minimum profit a miner can make from those goods mined in space, but they can also trade them to far away places like the common haulers do... with an additional 200c profit for their work.
(12-05-2018, 01:41 AM)WPeregrine Wrote: It's not that they are just worth 200 credits, it's that the nearest bases that sell them (currently the only source of these "common" commodities) usually price them at 100, 200, 250 at maximum in most cases, making it the baseline price for them. Naturally, that base price will be the minimum profit a miner can make from those goods mined in space, but they can also trade them to far away places like the common haulers do... with an additional 200c profit for their work.
The prices could be increased at both ends of the run, to make mining more profitable while keeping the same margin on haulers. So instead of buy 200/sell 2200, it could be buy 700/sell 2700. For example.