Mining in vanilla Transcendence is frustrating because it is rare and boring. There is almost no skill required to mine: you fire a mining laser at an asteroid, and you get your ore. But in order to avoid free money, ore-bearing asteroids are incredibly rare. Thus mining in vanilla (without a modded ore scanner) involves grinding through hundreds of asteroids.

This spec recommends some changes to improve the mechanic.

Ore Deposits

Right now, ore is distributed randomly and evenly around a system. Each time an asteroid is created, there is a certain chance that it will have ore (depending on the asteroid type). We propose augmenting this with code that places ore in localized deposits.

At system creation time, we randomly pick 0-3 locations in the system. For each location picked, we place additional ore concentrated around asteroids in the location.

Ore deposits change the player's strategy. Since an ore deposit is a concentration of ore, the cost to discover and extract all the ore in a deposit is much lower than normal. This encourages the player to seek out deposits (and even optimize their mining rig for extracting deposits).

From the player's perspective, finding a large deposit is a literal gold-mine, which can more than make up the cost of searching for it.

Lastly, deposits can become points worth defending and fighting for. Unlicensed miners will be attracted to newly discovered deposits, and the player will need to fight off enemies or try to mine all the ore as fast as possible.

Ore Scanning

We propose the following mechanic for finding ore:

  • There is a new series of usable items called seismic pods (see below).
  • The lowest level item is a seismic scanner pod which can be launched at a cluster of asteroids. It explodes into a shockwave-type effect (which does do damage) but which also identifies asteroids with ore.
  • Asteroids with ore are marked with an overlay showing the amount of ore in the asteroid (by tons, not value).

Ore Extraction

We propose the following changes to the mechanics of ore extraction. Consult the following definitions:

  • effort is a value (0-100) representing the capabilities of the mining tool (e.g., a mining laser).
  • difficulty is a value (0-100) representing how hard it is to mine a given asteroid.
  • successRate is the probability (0-100) that a given hit will succeed in mining some ore.
  • volume is the amount of ore extracted from the asteroid on a hit.
  • yield is the percent of ore extracted (volume) that is actually recovered as usable ore (the remainder is lost).

The successRate is determined by the effort and difficulty:

successRate = (effort * effort) / (effort + difficulty)

The effort and yield of a given technique are given by the mining damage-level (0-7). For example, a mining laser has a mining damage-level of 3, while a class C excavation pod has a level of 7.

Level     Effort     Yield
 0         -          -
 1         4          97
 2         10         91
 3         20         84
 4         34         78
 5         52         76
 6         74         81
 7         100        100

The volume extracted depends on hit points of damage and the level of the ore. The following table shows the number of hit points required to extract a ton of ore of the given level.

Level     HP Required
 1          1
 2          1
 3          2
 4          2
 5          3

 6          4
 7          5
 8          7
 9          9
 10         11

 11         15
 12         19
 13         25
 14         33
 15         42

 16         55
 17         72
 18         93
 19         121
 20         158

 21         205
 22         266
 23         346
 24         450
 25         586

Seismic Pods

The following pods are available:

  • seismic scanner pod: This pod creates a shockwave effect out to 25 light-seconds, which identifies asteroids with ore (of levels 1-5). The false negative rate is 20%. Identified asteroids are tagged with an overlay. [Level 2]
  • Class-A excavation pod: The shockwave from this pod extracts asteroid ore out to 25 light-seconds. It has an efficiency of 50% (works on 50% of asteroids hit) and has a yield of 75%. [Level 3]
  • advanced scanner pod: Same as seismic scanner pod, but works out to 50 light-seconds and on ore up to level 10. Perhaps these require a special license, which must be purchased. [Level 6]
  • Class-B excavation pod: Extracts ore within 25 light-seconds at 75% efficiency and 80% yield. [Level 5]
  • Class-C excavation pod: Extracts ore within 50 light-seconds at 100% efficiency and 100% yield. Perhaps these require a special license, which must be purchased. [Level 8]

Unlicensed Miners

Every time an ore deposit is discovered, we send an event to unlicensed mines in the system. The event causes the mine to send out ships to mine the newly discovered deposits and potentially fight with any other ships in the area.

Corporate Command

Corporate Command will introduce the Independent Miners Union (IMU). The IMU is a sovereign aligned with the Corporate Hierarchy and the Commonwealth (by treaty).

  • Level 5: Miners Union Local: This is a higher-level version of a Commonwealth mining colony. It sells mining equipment up to level 8. The IMU will not deal with the player unless she joins the union, which costs some (substantial) amount of money.

Eternity Port

We need the following changes in Eternity Port to support mining:

  • UAS stations should sell mining equipment.
  • UAS stations should handle the OnOreDepositFound event (and should probably summon illegal miners).

Future Ideas

  • Perhaps Ringers should react to ore deposit discoveries?
  • Perhaps we need NPCs to look for ore deposits.
the_shrike 8 Jun 2015:

I'd suggest including some sort of self-defense pod for the pod launcher. Something like the CRM500, but watered down a lot. Use a low ROF on the launcher to make it so that using it as a combat weapon isn't preferable, but you can still defend yourself with it if you have to.

This would also be a cool link to Frontier if this brings back (in name only) the EI Pod Launcher.

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Finally, a mining pod launcher would be a good building block for an illegal weapons system: something designed to evade detection and launch radiological or other 'not very nice' payloads at people. Could be something to give to higher-level outlaw miners to make up for the (terrible) performance of the Hammerhead II in later systems.

EDIT: Also, please have a discouragement or 'masking' system to allow the player to slow down or prevent continuous outlaw interference.....if you kill enough of them, they need to stop coming. Otherwise they're either free XP and credits, or a new version of the salvager nomad.

george moromisato 8 Jun 2015:

@the_shrike: You know, I'm probably going to get rid of the launcher and have each of the pods be usable items. The advantage is that you won't need yet another piece of equipment for mining.

I do like your illegal weapons system idea, but I wonder if we can make that orthogonal (i.e., tied to the NAMI launcher or something). Or perhaps the Black Market has its own launcher line.

johnbwatson 8 Jun 2015:

Love it. Love everything about it. It's enough that mining would be viable without making it necessary or 'grindy', effectively adding an additional playstyle to the game.

atarlost 8 Jun 2015:

Mining with both a launcher and laser is only viable for the Sapphire and Osaka. I think. I don't remember what the slot limits for that one boxy ship from EP are.

To really be freighter practical mining needs to be done entirely with non-weapon slots. Or to be doable with combat valid weapons.

The only AI mining doesn't use weapons. It docks to asteroids and sits. Allowing the mining hold to do this without any weapons and using a scanner or pod servicing module that is also a non-weapon device would work well.

Another thought is to get rid of mining weapons and make WMD cause ore to be removed from asteroids and ore objects to be spawned but with ore objects spawning only if the player ship is nearby and has a mining scanner operating.

nms 9 Jun 2015:

I think it's reasonable to expect mining to require some specialized equipment. But I agree that requiring a launcher slot is problematic, especially if you also want a mining laser to extract the remaining fraction after an excavation pod, and especially for the EI500. Perhaps the pods could be used from the cargo hold?

kaypy 10 Jun 2015:

One thing that bothers me about this- what exactly distinguishes the player from an illegal miner? If you have this grade of equipment and are ripping through asteroids, why aren't the local CW mining stations hiring mercs to get rid of you, instead of hiring you to get rid of indistinguishable other claim jumpers?

I always had this (completely unsupported) idea that beetling around with a mining laser, while occasionally getting lucky with a surface strike, is a fundamentally amateurish approach. The mining stations (CW or Illegal), on the other hand, being where the professionals have set up to systematically grind through a promising rock for industrial quantities of ores.

george moromisato 10 Jun 2015:

@kaypy: I have two alternatives:

  1. The cost of the mining pods (and maybe other mining equipment) includes a license fee.
  2. Another alternative is to introduce the concept of a Miner's Guild (or something) and require the player to join it before they can sell more than a certain amount of ore.
giantcabbage 11 Jun 2015:

In my old mission framework I created an "EM Thumper" this was a cargo item you could deploy by using it. This created an auton moving at the same velocity as the ship which would drift until the player detonated it using the communications menu. Detonation was an XM900 thermo blast combined with a large, but weak, ion/emp shockwave and ore bearing asteroids were marked. The thumper could be used as a weapon but the inconvenience of aim the ship, deploy thumper, stop ship, wait, then detonate meant it wasn’t overpowered.

Some of other plans I had, but never tried were:
1) The default thumper should have some kind of safety feature so it would not detonate if any stations are in range.
2) An illegal ROM could be used to modify the thumpers to remove the safety feature / add proximity detonation to turn it into a mine.
3) A utility launcher for the thumpers and other devices (sensor pods?). This would not be needed, but would be convenient if the player did a lot of mining (or had the ROM). In order to make the launcher a bit more useful it would be possible to fire almost any type of cargo with the launcher (player would [U]se the launcher and select cargo to use as ammo). Most cargo would result in an effect similar to the Morning star or ballista cannon, but special effects would occur for radioactive waste (similar to Actinide cannon), degenerating nano, acid, meteorsteel etc.
4) Mining license. The player would be able to buy a license from mining stations. I did not work out penalties for mining without a license, but maybe the player needs a license to purchase thumpers or a mining hold from commonwealth and corporate stations. Or mining stations will buy ore from licensed players making it easier to sell.
5) A thumper as an installable device. This version would only cause the ion/emp shockwave so it could be used a defense against low level ships.

george moromisato 12 Jun 2015:

@giantcabbage: I like the idea of using the communications menu. It solves one of the problems I had with my design (how to delay triggering it).

kaypy 13 Jun 2015:

@george moromisato on 6/10: Purchasing as licensing only works if you buy the equipment (as opposed to scavenging). Installation as licensing could work- maybe you could even get things installed on the cheap at less law-abiding venues...

An explicit membership (purchased or maybe as a reward for mining missions) would be more nicely obvious though.

johnbwatson 13 Jun 2015:

Also on the topic of mining, equipment can be scavenged fairly easily and costs very little. A miner's guild is interesting, but I doubt that the CW would tolerate it. A private organization enforcing a monopoly by force would be regarded as criminal.

I'd support the idea that the player's only scratching the surface with their mining, and that the amount of ore extracted by professionals is much greater. An alternative explanation is that the Outlaws are opposed for their connections to other illegal organizations, explaining why non - mining stations shoot them on sight.

george moromisato 14 Jun 2015:

@johnbwatson: I was thinking that a miners guild would have special arrangements (laws and treaties) with the Commonwealth. This is not too different from labor unions today, which have special legal arrangements. It's also similar to government-granted monopolies, which have a long history, such as India Trading Company, or even a flag carrier like Air France.

Still, I think your other two explanations also make a lot of sense.