Ores should be less common, but in larger veins
It would be better to have large ore veins and have them be quite rare, that way you could build an outpost for each resource you need and would have to travel to it. This would lead to exploration, building more infrastructure and well... engineering. Setting up mines, building asteroid outposts and various ships to transport resources or even deep mining drills and trains would actually make sense in terms of gameplay rather than just being purely for roleplaying.
On planets they could be in the form of deep ore veins (whether that be deep on flat lands or deep within a mountain), with asteroids, it could be rare asteroids that are mostly just one resource. There should still be smaller deposits here and there near the surface as well as on some asteroids to make it possible to get your early game set up, but there should be way less of them so it's not a viable strategy to rely on them long term.
I think this was the largest issue with the first game, most of what you did didn't have a reason other than for roleplay. The way it is now, you don't really need to build any of the aforementioned, because you can just go around gathering the random blobs of resources. No need for any infrastructure, no need for any outpost, no need to even build a proper mine, which I think makes the survival really shallow.
I like this feedback
Definitely need a reason to build mines instead of just pecking away with a drill ship. irl we have mines that allow hundreds of thousands of tonnes of material to be mined, in game we run across pre built mines that if we had made them would have been more resources than the ore itself available. Building a transport network for ore facilities to manufacturing would be so fun.
Definitely need a reason to build mines instead of just pecking away with a drill ship. irl we have mines that allow hundreds of thousands of tonnes of material to be mined, in game we run across pre built mines that if we had made them would have been more resources than the ore itself available. Building a transport network for ore facilities to manufacturing would be so fun.
Also, building big ships will require lots of ore. The red ship from Creative mode has almost 3000 tons of mass, collecting that from hundreds of small ore deposits will be no fun.
Also, building big ships will require lots of ore. The red ship from Creative mode has almost 3000 tons of mass, collecting that from hundreds of small ore deposits will be no fun.
100% agree with having larger ore veins. SE1 didn’t have planets at first, and the whole game was built around randomly generated asteroids. When planets were added later, they never really became a competitive or desirable place for mining and progression.
Now in SE2 we have these beautiful planets, and I don’t want to go there only for the visuals or for roleplay. There should be a strong gameplay reason too — at least putting planets and asteroids on the same level. Because if you think about it, mining and transporting in 0g already gives asteroids a big advantage over planets, so planets need something to balance that out. Bigger ore veins would definitely help with that.
I also have this idea about compound ores, which builds on the idea of reducing the number of separate mining sites and encouraging players to set up more meaningful mining infrastructure.
100% agree with having larger ore veins. SE1 didn’t have planets at first, and the whole game was built around randomly generated asteroids. When planets were added later, they never really became a competitive or desirable place for mining and progression.
Now in SE2 we have these beautiful planets, and I don’t want to go there only for the visuals or for roleplay. There should be a strong gameplay reason too — at least putting planets and asteroids on the same level. Because if you think about it, mining and transporting in 0g already gives asteroids a big advantage over planets, so planets need something to balance that out. Bigger ore veins would definitely help with that.
I also have this idea about compound ores, which builds on the idea of reducing the number of separate mining sites and encouraging players to set up more meaningful mining infrastructure.
100% agree. Would be great to have more permanent bases in SE2
100% agree. Would be great to have more permanent bases in SE2
Yeah, I find current distribution kind of ridiculous.. Just found a silicon vein perhaps 10-20m down on Verdure.. Dug to it and the whole deposit contained 264kg of silicon.. What?!
Yeah, I find current distribution kind of ridiculous.. Just found a silicon vein perhaps 10-20m down on Verdure.. Dug to it and the whole deposit contained 264kg of silicon.. What?!
There should be a mix of ore deposit sizes. Smaller scattered ones to allow for local development of small initial installations. Larger, deeper ones to allow for the development of real mining operations to sustain larger projects.
In SE1, I moved to using ORe Tap or REsource Node mods to allow for this style of gameplay, and it made every play through more engaging. Having unlimited ore coming from one location did not hamper play but expanded it as the challenge moved to automation of resource collection and distribution. Hope to see athe ability to do similar in SE2.
There should be a mix of ore deposit sizes. Smaller scattered ones to allow for local development of small initial installations. Larger, deeper ones to allow for the development of real mining operations to sustain larger projects.
In SE1, I moved to using ORe Tap or REsource Node mods to allow for this style of gameplay, and it made every play through more engaging. Having unlimited ore coming from one location did not hamper play but expanded it as the challenge moved to automation of resource collection and distribution. Hope to see athe ability to do similar in SE2.
I lowkey like the idea of " ant like" mining sites, where we have to think about how to build the tunnels within a mining pit. It would require ores to spawn a bit deeper too for it to make remotely sense.
Rather than increasing the deposit size on average, I would just have more caves apear more often and those caves could be filled with bigger size ores while leaving the default ores +/- on their current size.
I lowkey like the idea of " ant like" mining sites, where we have to think about how to build the tunnels within a mining pit. It would require ores to spawn a bit deeper too for it to make remotely sense.
Rather than increasing the deposit size on average, I would just have more caves apear more often and those caves could be filled with bigger size ores while leaving the default ores +/- on their current size.
The way it is currently is really bad, there's no reason anymore to build bases and set up logistics
The way it is currently is really bad, there's no reason anymore to build bases and set up logistics
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