On note of the mining facility, fields and current drops: Some of them are rather broken.
Cardiff mining facility, as you said, should theoretically be right next door to a good times mining field.
However, in practical terms, if the joint youre mining is right next door to where youre moving the stuff then the profit/risk balance in comparison to conventional trading is waaay off and you end up with a broken system.
At the moment Im looking at the silverton fields in Colorado as a shining example of how the system should theoretically work. You can mine the stuff there, as youve always been able to, and you can even turn around and sell it in NY as per the standard. But you dont make much doing it that way.
However, you can fly it to Rippongi station in New Tokyo for much much stronger profits and even move cargo back to Denver so as to complete the trade cycle.
However, while youre doing this youre not mining, which is messing up your flow Unless you have someone else running what youve been mining for you.
Ergo teamwork. Not sitting outside of a base/station mining until pirate X shows up at which point you quickdock.
Yes, as you say dusty there are some places that should have sweet mining fields yet do not.
On a note about making mining worthwhile;
While it would be up to the individual members of any team operation on how to divide up the profits, it is essential that mining is commercially viable as a whole.
I've spoken here and on other posts about profit, more specifically, profit per hour/minute.
First of all I am not a power trader, and not a cap-whore. My concern over mining not being profitable enough stems from the fact that an hour, by anyone's standards is a long time to be clicking a mouse, and shuttling goods back and forth.
I have a general benchmark of around $30m/hour that I like to get out of any trading/mining operation. This kind of profit was easily manageable in 4.84, and on RP trade routes too. To my mind mining operations should be capable of this kind of yield; Afterall, if it wasnt profitable, they wouldnt bother. Remember that miners are on the supply side of the goods chain - Governments, militaries, ship-building etc etc, could not function without them
In short Dusty, I guess I'm just asking that all this be born in mind when tweaking the mining system. Miners (both independent and factions) should not suffer for their RP with low profits.
Mining & Trading should have parity in profit, they are two sides of the same coin afterall.
' Wrote:In short Dusty, I guess I'm just aking that all this be born in mind when tweaking the mining system. Miners (both independent and factions) should not suffer for their RP with low profits.
No, I completely hear you. I feel mining is at the core of what several factions need to incorporate in order to be attractive to players. When was the last time you spotted a DSE character? Now they're all over the place, testing the system.
Mining is and should be profitable, which is why a rebalance of things is needed. Right now we simply can't make gold viable to mine because the only place you can get it is on the front doorstep of where you can sell it for not terrible profit.
If you could actually mine the stuff at a pace that wasn't infuriatingly slow there'd be 423902 BMM pilots sitting on the quickdock points in Dublin raking it in hand over fist.
Keep the feedback coming! I'm getting some fun ideas:)
Also, Junkers, this is all a tad hypothetical. But what do you think about the idea of overlapping mining fields? In other words, you'd be sitting there hauling in scrap but getting an occasional hit of optronics, ship hull panels/etc. Basically that loot that everyone is always saying you secure.
' Wrote:Also, Junkers, this is all a tad hypothetical. But what do you think about the idea of overlapping mining fields? In other words, you'd be sitting there hauling in scrap but getting an occasional hit of optronics, ship hull panels/etc. Basically that loot that everyone is always saying you secure.
That would be excellent.
As a member of the Junker Congress I'm sure I can speak for them in saying that we'd love that.
Afterall, it fits, you would get the odd computer console, complete hull panel, engine components, maybe even the odd bottle of H-fuel.
Adding to this, you could have plutonium or mox dropping out of the radioactive ship-cemetery that is Sigma-13, in amongst the scrap of course.
This would greatly help alleviate the fact that junkers cant make good money by.. well.. junking due to the low price paid for scrap alone. (Bornholm excepted, but even thats only $500)
Afterall, I mean, have you ever met a large-scale scrap merhcant in real life? They're minted.
At the end of the day, mining & junking (if you want to call it that) should provide attractive alternative sources of income for players, as some people just hate trading altogether. Also its nice to have something else to do on those days when I just cant be bothered.
Unfortunately I do not believe that parity will be possible in 4.85. The current improvement to mining was a kind of impulsive development based on a very good idea Cannon had and made real. To achieve a proper balance much more work will be required. It will include both commodity additions and re-arranging the systems so that the mining zones are better organized.
Dusty and Cannon have some tricks up their sleeves for improving the system in 4.85, so it should still improve, but don't expect a perfect system this version.
Furthermore, would it be possible for the Junker Salvager to give the same mining bonus as the mining ship? Afterall, the salvager was purpose built for salvaging from scrapfields
A split commodity system, as the others have mentioned, would be a good way to improve mining.
Example:
Field in Tau-37: Niobium. Falkland buys this for 500 credits per unit or more.
Falkland will sell Refined Niobium for x credits.
Mined commodities don't have to be quite as high-priced because of the speed they can be collected.
What kind of bonus does the lazer alone grant?
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
Not directly related to mining per se, but could mining ships have a tow-able weapons platform? I mean to give you a sense of secure perimeter kind of feel in hostile environments.
Or another more doable idea is to give a sonic mine (like what jango fett drops in to kill Obi-wan) to shatter the asteroids. Or since mining ships do not have a mine (I'm not sure about this) then make it mountable on CD slot. Anyway make a mining explosive (gun?) that has a blast radius of 500m that will shatter the rocks for loot.
The rocks do not have that many hitpoints so this big area effective mining weapon could be tuned liked low-dmg weapon.
Quote:hat has a blast radius of 500m that will shatter the rocks for loot.
haha you're a cheater :)
Quote:but could mining ships have a tow-able weapons platform? I mean to give you a sense of secure perimeter kind of feel in hostile environments.
Well, usual Transports' turrets is a good enough weapon against NPCs, aren't they? And about PC pirates, you can always hire a mercenary to protect yourself, if you're working in dangerous areas.
In general i think minig is profitable enough sort of business. But some mining locations are... strange. Why the mining zone near Elbich in O7 provides 1 unit of silver per successful shot, when usual miming zones provides in general near ~50-75 units? And when selling Silver in Elbich provides youy only ~138$ per unit, i guess it's some kind of trick to work in pair with a transport ship, which would sell that silver in some more profitable space stations?