Forums » Suggestions
new mining scanners
enhanced mining scanners
requirements: expensive, large slot, high mining license and/or faction.
telescanner: provides mineral information, including temperature, from longer distances. uses a lot of energy.
rocketscanner: unguided probe, scans multiple rocks, aggregates data on ore found, returns data via targeting computer.
requirements: expensive, large slot, high mining license and/or faction.
telescanner: provides mineral information, including temperature, from longer distances. uses a lot of energy.
rocketscanner: unguided probe, scans multiple rocks, aggregates data on ore found, returns data via targeting computer.
aye.
I like your ideas!
I would also like to see an improved version of the "small" mining laser, there are a large variety of "large mining lasers" but none for small. With the Marauder having only 3 small slots and 36ish cargo slots it's kind of a waist of space to me. The smalls just heat up the roids too fast.
Also, perhaps a multi-laser that can scan and mine allowing you to free up a slot for more mining lasers, again, like LeadFist said, at higher mining levels.
Also, you really should be able to have a database of roids that you have already mined or at least scanned. I know that has already been mentioned so I'll leave it at this. Can't wait to see what is added next.
I would also like to see an improved version of the "small" mining laser, there are a large variety of "large mining lasers" but none for small. With the Marauder having only 3 small slots and 36ish cargo slots it's kind of a waist of space to me. The smalls just heat up the roids too fast.
Also, perhaps a multi-laser that can scan and mine allowing you to free up a slot for more mining lasers, again, like LeadFist said, at higher mining levels.
Also, you really should be able to have a database of roids that you have already mined or at least scanned. I know that has already been mentioned so I'll leave it at this. Can't wait to see what is added next.
I think anazi said it, LeadFist just said aye! but imo aye, good ideas, but the small mining beam was only brought in game to get you off your feet, the big beams are where it is at =)
using just big beams leaves you with really only two choices for mining with multipule beams, the Centaur or the Rag. I'd like to be able to use the Atlas, Marauder, Hornet, any vessle actually to mine in. The small laser would allow for that, with a reduced rate of intake of course, the small will never be as good as the large, I was just looking for an upgraded verson of the small with less heatup.
I kind of like the fact that you're forced to rely primarily on large slots. It prevents "abusive" mining by fighters. (I say "abusive" because that's not what a fighter is for. This includes the hornet. The rag's an oddity in this regard.) I think mining with large slots also points to where the game may be heading: bigger mining vessels (while not quite the same, see "Capital Mining Drones" on the "In Progress" page).
That said, I think johnhaw1218 has hit upon a compromise: a small mining beam that's intended to suppliment large beam(s). Poor rate of intake so even 2 small beams can't match a comparible large beam, but it's heat generation is comparible (relative to the intake rate) to the large. So 2.5 or 3 small mining beams are equivalent to one large. That would discourage using a vulture or hornet, but would give the atlas or centaur a little extra. Mining with a rag. (which I'm sure isn't what it's intended for) still seems out of place, but that's a trade-off the dev's have to weigh if they're going to support small mining beams.
As for the marauder, it's a cargo ship with superior combat features. Mine with one ship and transport it (being your own escort) with the marauder. (Disclaimer: I haven't seen the specs. on a marauder in a while.)
That said, I think johnhaw1218 has hit upon a compromise: a small mining beam that's intended to suppliment large beam(s). Poor rate of intake so even 2 small beams can't match a comparible large beam, but it's heat generation is comparible (relative to the intake rate) to the large. So 2.5 or 3 small mining beams are equivalent to one large. That would discourage using a vulture or hornet, but would give the atlas or centaur a little extra. Mining with a rag. (which I'm sure isn't what it's intended for) still seems out of place, but that's a trade-off the dev's have to weigh if they're going to support small mining beams.
As for the marauder, it's a cargo ship with superior combat features. Mine with one ship and transport it (being your own escort) with the marauder. (Disclaimer: I haven't seen the specs. on a marauder in a while.)
then perhaps another ship varient that is for mining, maybe a three large slot, one small, really slow and barely any armor. Would be totally vulnerable but had more mining capability. I don't see larger vessels anytime soon as the devs have not said anything. I thought the small laser fix would be quite easy to implement as a add-on to the next patch. But what ever's clever, I get my mining done just fine. =)
First of all I would like to thank the devs for the new higher-range mineral scanner. When I first got it I thought it would be useless, but the more I use it the more I appreciate it.
Now I would like to suggest more changes to scanners, that
are hopefully easy to implement.
1. More variations in range of scanners.
2. More variations in the speed of scanning.
3. Make the 'auto-scan' feature to be only on some scanners.
IE, some scanners u have to 'pull the trigger', some you dont.
4. More variations in the energy used by scanners.
5. More variations in the weight of scanners.
6. Make the 'green beam' animation actually go out a distance
equal to the range of the scanner.
7. Make scanners specific to certain minerals.
These should all involve tradeoffs between each other. Some may need large slots. Some may take more energy. Some may be slower to operate.
Before this is done, a change to the 'buy' menu must be made, to comparmentalize items, as suggested by others in another suggestion thread. The clutter would be too much.
What do you say, folks? Thank you.
Now I would like to suggest more changes to scanners, that
are hopefully easy to implement.
1. More variations in range of scanners.
2. More variations in the speed of scanning.
3. Make the 'auto-scan' feature to be only on some scanners.
IE, some scanners u have to 'pull the trigger', some you dont.
4. More variations in the energy used by scanners.
5. More variations in the weight of scanners.
6. Make the 'green beam' animation actually go out a distance
equal to the range of the scanner.
7. Make scanners specific to certain minerals.
These should all involve tradeoffs between each other. Some may need large slots. Some may take more energy. Some may be slower to operate.
Before this is done, a change to the 'buy' menu must be made, to comparmentalize items, as suggested by others in another suggestion thread. The clutter would be too much.
What do you say, folks? Thank you.