The (Uranium) Spice must flow...
Okay first, I will say, mostly, I build ships in creative where this is not really a problem. Recently though I have started dabbling in solo survival. This problem I've noticed in multiple posts only after experiencing it first hand.
For several days, I have been looking for Uranium, gave up on planet sercing with my small rover and worked on getting into space once that was done, and finally haha!
I couldn't find it. <Cries Internally>
after three days, and knowing my luck is rotten, I have seen neither hide nor hair of even a patch of Uranium, even with using suggestions from others with this problem. I pass by asteroids slowly and use a mod to extend the ranges of my ore detector (350m for Small ones)
I will agree with what a lot of others say, pulling Uranium off of planets was a terrible idea, I find little reason to stay at my little base planet side (Only reason I don't abandon it is because no Uranium)
If the intention was to force people to rush to space, why bother with planets in the first place? and it also makes a space beginning much more advantageous over a planet start, throw a few solar on the starter ship and wonder around collecting ice for oxygen and looking for uranium, then plop down a small base right next door and become a economic Tyrant, and monopolize the market (pay us your arm and leg or you will never seen a gram of uranium trick) and control the entire system/Sector with the only Uranium powered ships, and consequentially missiles given they take uranium as well.
So rare Uranium in PvP makes those with uranium impossible to overcome with Solar/Hydrogen powered ships, in Survival, it make planets Meh at best and with the new economy update, it becomes a game of "He who controls the Spice, Controls the Universe" so I can see no situation were this new Uranium algorithm benefits the game, and may drive people away from Survival game play.
Possible solution: Back to the Past age of Uranium
Uranium is important for the larger ships, it the only economic/safe way to power a war ship, (PvPvE loses all interest when the opposition finds Uranium first) Solar is not only exposed but not very economic when powering a ship, and are obvious, Easy targets for guns to rip apart, now normally I power bases with wind/Solar, A Reactor is a very nice back up in case an attack comes around, but I seldom use it because Uranium was rare enough to get and it is painful to watch the already precious resource burn away with a more renewable resource available. (but now, why bother? Permanent Daylight in space anyone?)
Uranium needs to be rare in space, but not as rare as it is right now and we need it back on planets, almost just like it was, so maybe you get lucky and find some a few Km away or you may land somewhere that doesn't have any. that's where economy starts (Two people have Uranium with a third looking to buy, who undercuts who?)
Possible Fix 2: Reactor Maintenance/Critical Fail (For military members:Do your 3M! No gun-decking)
okay, don't want more Uranium ( People complain about "once you have Uranium your Energy Problems are over"), how about Self-damaging Reactors. Think about how much maintenance it requires to maintain a Nuclear Reactor currently, add more Reactor Components to the final stage of building, once the reactor starts these starts getting burned away, after a half hour a few are gone, an hour more are gone. suddenly we have a few people deciding "eh it will be fine." then as time withers on, the reactor becomes unstable, power grids fluctuate, (Systems randomly turn off?) and an eerie green flame starts escaping the reactor. Then suddenly alarms blare and you see the Nuke Tech running madly out of the engineering room and watch in horror as the reactor splits the Dreadnought in two (Mods for explosions exist, and is possible in reality) all because the Nuke Tech decided "why do today what can be done tomorrow?"
this way, it will be an expensive drain on resources (Maybe consider adding a new component for the Reactors which are more expensive to build) and not just in Uranium, we could also add Ice to fuel simulating a water turbine reactor, which is the principle current Nuclear Reactors use "hot Plutonium rod heats up water, steam turns a turbine which generate power. in the future we condensed it to a 3x3x3 area
Possible Solution: the power of the sun, in the palm of my hand
a new reactor, one that isn't a <cough> interesting thing to build like the Hydrogen Engine (It is slightly laughable, I may rant on that later and offer my own insights) bring back the Uranium how it was, reactors are the same, but add a new resource (We have the technology) and make the Fusion/Fission Reactor to harness the power of the sun, a massive particle accelerator (and I do mean huge, 6x6x3 maybe) but features twice (May be more?) the power, granted this new rare resource (Rare as in Uranium right now) could be secured. Makes reactors relevant again by not needing to hunt for several days for its fuel. but this massive power is now what we hunt for, the pinnacle of power generation, and with the Reactors behind us we can have real fights for the new and rare material.
Conclusion: Respectfully, give us the Uranium back!
this current problem is a pestilence that makes the game a grind and makes multiple problems, where only a few places are possible to base, none of them planets, economy would become a Dune game and PvP only possible in Creative. I think some of my solutions could add a new interesting way of game play. despite the possibilities I have presented could add a new feel in the game, it all starts with Uranium in greater quantity. To borrow a saying from another game.
The Spice must flow