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Complex Ores

Shandlanos shared this feedback 8 months ago
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In SE1, refining Stone produces three different metallic elements plus gravel; it could be fun if instead of just searching out specific monometallic ore veins, different asteroids had different compositions. There could be preset ores with a certain elemental mixture, or parameters to ensure no two procedurally-generated asteroids have precisely the same composition. I like the idea of preset ores better, as it gums up the inventory less. Using real-life materials, some ores would be easy to calculate by kinda cheesily assuming 100% mineral purity (e.g., Magnetite Ore would yield 69.94% Iron and 30.06% Oxygen, or rounded to 70/30 for simplicity), while some would require heavy compromise/estimation (e.g., Bauxite Ore is comprised of numerous minerals, so some estimates would have to be made, and in-game it would probably be best if it were composed of Aluminium, Silicon, Titanium, and Oxygen). Of course, what ores would make sense in game depends largely on what materials are added in SE2.

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I like the idea of ores having unique compositions, but I think a semi-randomized ore system would be an even better approach.

Preset ores are tidy and help keep inventories simpler, but semi-randomized compositions allow for much deeper gameplay and replayability. Each ore deposit could still fall into a general category (for example, “iron-rich basalt” or “nickel-bearing silicate”), but the exact element concentrations would vary within defined ranges.

That way, no two deposits are exactly the same, making exploration actually meaningful — you might discover one deposit with an exceptionally high cobalt yield, or there might be very low concentration of certain elements in certain planets or sectors of space.

This system also gives developers and modders far more control over balancing and customization. Modders or world creators could easily tweak the concentration ranges, rarity, and refining efficiency to craft unique economies or survival experiences for their custom worlds.

It’s also more abstracted from real-world geology, giving the freedom to design ore types purely around gameplay balance while still feeling believable and consistent.


Furthermore, combine this system with specialized refineries and assemblers.

By default, players would have access to a standard universal refinery, but there could also be specialized refineries that excel at refining specific types of elements. These specialized refineries could be obtained through various gameplay paths:

  • Gaining reputation with standard NPC factions to unlock certain technologies.
  • Discovering them during missions or random encounters.
  • Recovering blocks from derelict sites or advanced facilities.
  • Stealing

By processing ore with a high concentration of a particular element in a matching specialized refinery, players could achieve tremendous levels of yield and power efficiency, giving them a strong advantage in the production market.

This concept can easily extend to higher-tier component manufacturing, where specialized assemblers provide improved yield and energy efficiency for certain components or groups of components.

Such a system would naturally create scenarios where players or factions specialize in specific production chains based on their geographical location, access to technologies, and trade connections with others.


Of course, in single-player mode, economy stations should be capable of supporting high-volume trade even in the late game, ensuring the system remains balanced and engaging regardless of playstyle.

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