Ores should be less common, but in larger veins

Erin shared this feedback 21 days ago
Not Enough Votes

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.

Replies (8)

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7

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.

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Exactly, if we wanted to build mines and outposts and infrastructure, you'd be at a net loss of resources, lol

The game (ideally) needs to give us a reason to build these things for gameplay, while at the moment the game essentially punishes you for it, so it would take a lot of extra effort to even do it just for roleplay.

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Do you have a discord or something? you seem to be the kind of player I could get along with.

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Yes I do, but I don't see a way to edit or delete comments here and I wouldn't want it to stay up permanently on this forum


Edit: It seems to allow me to edit and delete new posts but not ones that have been up for longer

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edited, cant delete

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5

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.

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Agreed, the game needs to motivate you to build infrastructure and engineer, while at the moment it does the exact opposite.

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Yes, bigger ore veins could also be used to provide a clear advantage to actually consider planets for mining. As for now, space remains much more convenient environment for mining thanks to zero-g. There is this dedicated topic about space vs planet balance you might want to check out.

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6

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.

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Yes! larger ore deposits with multiple types of ore at each larger site would encourage mining infrastructure and logistics and would reduce the number of mining sites/trips necessary to build anything of worth, and would eliminate the need to survey the land for hours to find all the resources you need.

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You will still most likely want to scout for more ores, before deciding where to build your big mining outpost. Some ores can be even more rich in general of for specific element you need the most. In a way it is much more interesting to scout, because not only you care about how big is the ore deposit but also what combination of elements are there and their concentration.

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Like a ground penetrating scanner that gives you a 3d view of the ore and its composition colour coded, that way you can know for certain if the location is worth setting up.

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@Tyler, 3D scan overlay definetly fits within futuristic sci-fy game srtting, but I woild be happy to just see a single icon for the most dominat ore and when you get closer it exapnds to show all elements and their percentage in separate lines. Somethimg similar I have alrady seen from early screenshots Keen shared where several GPS points were stacked together if they were relatively close one to another.

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5

100% agree. Would be great to have more permanent bases in SE2

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3

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?!

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Those 264 kg would be appropriate for a rock on the surface, and that rock could also work as a visual hint that there is some ore deeper in the ground. Similar to how SE1 has discolorations on the surface.

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2

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.

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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.

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The way it is currently is really bad, there's no reason anymore to build bases and set up logistics

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