Forums » Suggestions
Reactor overload mining beams!
A new style of mining beams that are extraordinarily efficient but can overheat & self destruct which will deal heavy damage to the ship its equipped on.
How this will work is basically you have to toggle the beams & prevent overheating. From full overheated they will cool down completely in 1.5 seconds. They heat faster depending on how hot the roid you are mining is & which system you are mining in (so example in somewhere like unknown system it'll heat faster than compared to sedina).
But having those beams hot isn't necessarily bad as once they reach above a heat threshold, their extraction rate will increase by 0.1 upto maximum 1.2 extra extraction rate (again random numbers. Definitely may need changes)
The mining beam will have following stats (subject to change according to balance)
Range - 140m
Heat - 0.4
Rate - 3.0 is base extraction rate. Maximum is 4.2
Grid - 6
Mass - 400?
Volume - 1 cu
Large port
This will add a new gameplay feature for mining that's more engaging than just staring at mining beams toast astroids. Adds a fun risk for the mining speed these offer & will need proper attention to get most out of these.
These are supposed to be kind of more efficient than even queen beams because these have a risk of killing you even if you make a slight mistake on managing heat. So I think that's justified tradeoff but feel free to suggest changes.
Requirements to unlock these - galactic traveler (considering once you have traveled all systems, you probably want to mine there after exploring) no license level requirements so we can give these to new players just like we do with avalons.
How this will work is basically you have to toggle the beams & prevent overheating. From full overheated they will cool down completely in 1.5 seconds. They heat faster depending on how hot the roid you are mining is & which system you are mining in (so example in somewhere like unknown system it'll heat faster than compared to sedina).
But having those beams hot isn't necessarily bad as once they reach above a heat threshold, their extraction rate will increase by 0.1 upto maximum 1.2 extra extraction rate (again random numbers. Definitely may need changes)
The mining beam will have following stats (subject to change according to balance)
Range - 140m
Heat - 0.4
Rate - 3.0 is base extraction rate. Maximum is 4.2
Grid - 6
Mass - 400?
Volume - 1 cu
Large port
This will add a new gameplay feature for mining that's more engaging than just staring at mining beams toast astroids. Adds a fun risk for the mining speed these offer & will need proper attention to get most out of these.
These are supposed to be kind of more efficient than even queen beams because these have a risk of killing you even if you make a slight mistake on managing heat. So I think that's justified tradeoff but feel free to suggest changes.
Requirements to unlock these - galactic traveler (considering once you have traveled all systems, you probably want to mine there after exploring) no license level requirements so we can give these to new players just like we do with avalons.
> These are supposed to be kind of more efficient than even queen beams because these have a risk of killing you even if you make a slight mistake on managing heat. So I think that's justified tradeoff but feel free to suggest changes.
People will just manage heat automatically with plugins so it becomes a non-issue, so in reality there will not be any downside to using these other than no remote mining with them.
> Requirements to unlock these - galactic traveler
Even HD beams have higher requirements and these here are better in every way.
This proposal might need more work.
People will just manage heat automatically with plugins so it becomes a non-issue, so in reality there will not be any downside to using these other than no remote mining with them.
> Requirements to unlock these - galactic traveler
Even HD beams have higher requirements and these here are better in every way.
This proposal might need more work.
Definitely needs more work.
> people can manage it with plugins
Well that's pretty much with everything in this game & besides that give me idea so it's not manageable by plugins. My goal is to encourage active mining.
I'm desperate in making these impossible to be managed by plugins so people using these have to use them manually rather than just let plugin do stuff. Maybe something devs can avoid from the backend?
> people can manage it with plugins
Well that's pretty much with everything in this game & besides that give me idea so it's not manageable by plugins. My goal is to encourage active mining.
I'm desperate in making these impossible to be managed by plugins so people using these have to use them manually rather than just let plugin do stuff. Maybe something devs can avoid from the backend?
If its in a weapon slot, they can fully control it useing plugins. The devs would probably not remove that partvof their api just for a single weapon.
tjgaming8324 said:
My goal is to encourage active mining.
Mining itself isn't the problem. There's just isn't a lot to do with the ore once it's been mined. There's little purpose to mining, except for capships, but then you wind up with logistical issues getting the ore from those that have it to those that need it. This is perhaps most noticeable with new players who are looking to be engaged in some way. There's a whole slew of other things that could be done to encourage mining, rather than adding another mining beam.
My goal is to encourage active mining.
Mining itself isn't the problem. There's just isn't a lot to do with the ore once it's been mined. There's little purpose to mining, except for capships, but then you wind up with logistical issues getting the ore from those that have it to those that need it. This is perhaps most noticeable with new players who are looking to be engaged in some way. There's a whole slew of other things that could be done to encourage mining, rather than adding another mining beam.